gaming machines
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2025-10-28
- Publication Date
- 2026-07-03
AI Technical Summary
Existing gaming machines lack robust control mechanisms to manage game states and player interactions during power outages, leading to disruptions and loss of game progress.
Implementing a control system that includes a main control unit with specific control means to manage game states, store information during power outages, and resume gameplay seamlessly upon power restoration, utilizing a block diagram configuration and flowcharts to manage game states and player interactions.
Ensures suitable control and continuity of gameplay by managing game states and player interactions, even during power outages, enhancing player experience and game integrity.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As gaming machines, pachinko machines, slot machines, etc. are known. For example, in a pachinko machine, a game ball is launched toward a game area in response to a launch operation by a player, and when the game ball enters a ball entry section provided in the game area, for example, a game value such as a bonus ball is given (see, for example, Patent Document 1).
[0003] In addition, in a slot machine, a lottery process is executed by operating a start lever and the rotation of a reel is started, and the rotation of the reel is stopped by operating a stop button during the rotation of the reel. Then, when the stop result after the rotation of the reel stops corresponds to a winning combination of the lottery process, a game value corresponding to the winning combination is given to the player.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
[0008] According to the present invention, it becomes possible to perform suitable control. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view showing a pachinko machine according to the first embodiment. [Figure 2] This is a perspective view showing the main components of a pachinko machine. [Figure 3] This is a perspective view showing the main components of a pachinko machine. [Figure 4] This is a front view showing the configuration of the game board. [Figure 5] (a) is a schematic diagram of the second operating port when it is in the closed state, and (b) is a schematic diagram of the second operating port when it is in the open state. [Figure 6] (a) is a cross-sectional view of the variable prize device in the closed state, and (b) is a cross-sectional view of the variable prize device in the open state. [Figure 7] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 8]This is a diagram for explaining the display content on the display screen of the symbol display device. [Figure 9] This is a diagram for explaining the display content on the display screen of the symbol display device. [Figure 10] This is a diagram for explaining the display content on the display screen of the symbol display device. [Figure 11] This is a diagram showing the configuration of the special figure display section. [Figure 12] This is an explanatory diagram for explaining the contents of various counters used in win / loss lottery and the like. [Figure 13] (a) is a diagram showing an example of a win / loss table for the low probability mode, and (b) is a diagram showing an example of a win / loss table for the high probability mode. [Figure 14] (a) is a diagram showing an example of a jackpot type table for the first special figure, and (b) is a diagram showing an example of a jackpot type table for the second special figure. [Figure 15] (a) is a diagram showing an example of the type of special deviation result, (b) is a diagram showing an example of a sudden time shortening game state, and (c) is a diagram showing an example of a ceiling time shortening game state. [Figure 16] This is a diagram showing an example of a support lottery table. [Figure 17] This is a flowchart showing the timer interrupt processing in the MPU of the main control device. [Figure 18] This is a flowchart showing the winning process for the operating port. [Figure 19] This is a flowchart showing the information acquisition process. [Figure 20] This is a flowchart showing the normal process. [Figure 21] This is a flowchart showing the control process for the special figure game rounds. [Figure 22] This is a flowchart showing the data setting process. [Figure 23] This is a flowchart showing the variation start process. [Figure 24] This is a diagram showing an example of a stop result table for the jackpot corresponding to the second special figure. [Figure 25](a) is a diagram showing an example of a stop result table for a big win corresponding to the first special symbol, and (b) is a diagram showing an example of a stop result table for a special miss. [Figure 26] (a) is a diagram showing an example of a stop result table for normal misses corresponding to the second special drawing, and (b) is a diagram showing an example of a stop result table for normal misses corresponding to the first special drawing. [Figure 27] This is a flowchart showing the game state transition process. [Figure 28] This flowchart shows the process for opening and closing the grand prize slot. [Figure 29] This is the transition process that occurs when the open / close execution mode ends. [Figure 30] This flowchart shows the process for updating the high-frequency support mode. [Figure 31] This flowchart shows the process for determining the transition to the ceiling time-saving game state. [Figure 32] This is a flowchart showing priority processing. [Figure 33] This flowchart shows the process for determining the transition to a shortened game mode. [Figure 34] This is a flowchart showing the process for setting the variable display time. [Figure 35] This figure shows an example of a variable display time table. [Figure 36] This figure shows an example of a display on a graphic display device. [Figure 37] This figure shows an example of a variable display time table. [Figure 38] This figure shows an example of a variable display time table. [Figure 39] This flowchart shows the process for terminating the high-frequency support mode. [Figure 40] This flowchart shows the process for transitioning to the shortened game mode. [Figure 41] This is a flowchart showing the control process for the general game rounds. [Figure 42] (a) is a flowchart showing the process for initiating the normal graph variation, and (b) is a diagram showing an example of the normal graph variation display time. [Figure 43] This diagram shows an example of a game where a special feature opens and closes. [Figure 44] This is a flowchart showing the processing for power supply support. [Figure 45] This is a flowchart showing the process of opening and closing the special features. [Figure 46] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 47] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 48] This is a flowchart showing the process for setting up the first transition sequence. [Figure 49] This figure shows an example of a display on a graphic display device. [Figure 50] This flowchart shows the process for the remaining number of uses. [Figure 51] This is a flowchart showing the processing for displaying special feature variations. [Figure 52] This is a flowchart showing the process for initiating the change. [Figure 53] This is a flowchart showing the first setting process for gameplay animations. [Figure 54] This figure shows an example of a display on a graphic display device. [Figure 55] This is a flowchart showing the second setting process for gameplay animations. [Figure 56] This is a flowchart showing the third setting process for gameplay animations. [Figure 57] This is a flowchart showing the fourth setting process for gameplay animations. [Figure 58] This figure shows an example of a display on a graphic display device. [Figure 59] This flowchart shows the process for updating the display of the number of misses. [Figure 60] (a) is a flowchart showing the process for setting up the second transition animation, and (b) is a diagram showing an example of the display on the symbol display device. [Figure 61] (a) is a flowchart showing the process for setting up the effects for the third transition, and (b) is a flowchart showing the process for setting up the effects for the end. [Figure 62] This is an explanatory diagram to show the flow of gameplay during the shortened game mode. [Figure 63] This is an explanatory diagram to show the flow of gameplay during the shortened game mode. [Figure 64] This is an explanatory diagram to show the flow of gameplay during the shortened game mode. [Figure 65] This figure shows an example of a display on a graphic display device. [Figure 66] This figure shows an example of a display of a pattern display device according to Modification 1 of the First Embodiment. [Figure 67] This figure shows an example of a display on a graphic display device. [Figure 68] This figure shows an example of a display on a graphic display device. [Figure 69] This is a flowchart showing the variation start process according to a modified example 2 of the first embodiment. [Figure 70] This flowchart shows the process for setting stop results in case of a special malfunction. [Figure 71] This figure shows an example of a stop result table. [Figure 72] This figure shows an example of a variable display time table. [Figure 73] This is an explanatory diagram to show the flow of gameplay during the shortened game mode. [Figure 74] This figure shows another example of a display unit for special drawings. [Figure 75] This figure shows an example of a display on a graphic display device. [Figure 76] This is an explanatory diagram illustrating the configuration for discharging game balls that have flowed down the game area according to the second embodiment. [Figure 77] This is a front view of the main control unit. [Figure 78] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 79] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 80] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 81]This diagram illustrates the display content on the display screen of a graphic display device. [Figure 82] This is an explanatory diagram illustrating the functions of various counters used in lotteries and other similar processes. [Figure 83] This is an explanatory diagram illustrating the various tables stored in the main ROM. [Figure 84] This is an explanatory diagram for describing the display content of a notification display device. [Figure 85] This is an explanatory diagram illustrating the configuration of the program and data in the main ROM. [Figure 86] This is an explanatory diagram illustrating the configuration of each area in the main RAM. [Figure 87] This is a flowchart showing the main processing in the MPU of the main control unit. [Figure 88] This is a flowchart showing the process for updating settings. [Figure 89] This is a flowchart showing the process for verifying the settings. [Figure 90] This is a flowchart showing timer interrupt handling. [Figure 91] This is a flowchart showing the special electrical control processing. [Figure 92] This is a flowchart showing the process for initiating special feature changes. [Figure 93] This is an explanatory diagram illustrating the configuration that allows the detection result of the ball entry detection sensor to be input. [Figure 94] This is a flowchart showing the ball entry detection process. [Figure 95] This is a block diagram illustrating the electrical configuration of the dispensing control device and the various devices that communicate with the dispensing control device. [Figure 96] This is a flowchart showing the timer interrupt processing in the MPU of the payout control device. [Figure 97] This graph shows the base value and the processing of the difference in ball count. [Figure 98] This flowchart shows the execution process for the base value and the difference in ball count. [Figure 99] This is a flowchart showing the base value calculation process. [Figure 100] This is an explanatory diagram illustrating the configuration of each area in a work area for non-specific control. [Figure 101] This flowchart shows the process for determining whether an excess has occurred. [Figure 102] (a) is a flowchart showing the display setting process, and (b) is an explanatory diagram to show the correspondence between the value of the display type counter and the display type. [Figure 103] This is a flowchart showing the display process for notification purposes. [Figure 104] This is an explanatory diagram for describing the display content of a notification display device. [Figure 105] This flowchart shows the process for determining when to stop a game. [Figure 106] (a) is a flowchart showing the process for startup when exceeding the limit, and (b) is a flowchart showing the process for partial clearing. [Figure 107] This is a flowchart showing the execution process for partial clearing. [Figure 108] (a) is an explanatory diagram illustrating the processing flow in game restrictions using the difference in the number of balls, and (b) is a diagram showing how the difference in the number of balls changes. [Figure 109] (a) is an explanatory diagram illustrating the state of the game being stopped, and (b) is an explanatory diagram illustrating the state of the initialization process when power is restored. [Figure 110] This figure shows the change in the number of balls in the second embodiment, modified example 1. [Figure 111] (a) is an explanatory diagram illustrating the setting configuration of the work area for non-specific control, and (b) is an explanatory diagram illustrating the lowest point determination process. [Figure 112] This flowchart shows the process for determining whether an excess has occurred. [Figure 113] This is a flowchart showing the power outage information storage process according to a modified example 2 of the second embodiment. [Figure 114] This flowchart shows the process for clearing data in the event of a power outage. [Figure 115] The flowchart shows the execution process for clearing data in the event of a power outage. [Figure 116] This is an explanatory diagram illustrating the contents of various counters used in the lottery and other processes according to the third embodiment. [Figure 117] This figure shows an example of a success / failure table. [Figure 118] (a) is a diagram showing an example of a jackpot type table for the first special feature, (b) is a diagram showing an example of a jackpot type table for the second special feature, and (c) is a diagram showing an example of a sudden time-saving game state. [Figure 119] This figure shows an example of a support lottery table. [Figure 120] This flowchart shows the timer interrupt processing in the MPU of the main control unit. [Figure 121] A flowchart showing the prize-winning process for the operating port. [Figure 122] This is a flowchart showing the information retrieval process. [Figure 123] This is a flowchart of the normal process. [Figure 124] This flowchart shows the special game round control process. [Figure 125] This is a flowchart showing the data setup process. [Figure 126] This is a flowchart showing the process for initiating the change. [Figure 127] This is a flowchart showing the game state transition process. [Figure 128] This flowchart shows the process for opening and closing the grand prize slot. [Figure 129] This is the transition process that occurs when the open / close execution mode ends. [Figure 130] This flowchart shows the process for updating the high-probability mode. [Figure 131] This flowchart shows the process for updating the high-frequency support mode. [Figure 132](a) A flowchart showing the process for determining the transition to the sudden time-saving game state, and (b) an explanatory diagram to explain the relationship between the game state when a special loss occurs and whether or not the transition to the sudden time-saving game state occurs. [Figure 133] This is a flowchart showing the process for setting the variable display time. [Figure 134] This is an explanatory diagram illustrating the corresponding variable display time table. [Figure 135] This figure shows an example of a variable display time table. [Figure 136] This figure shows an example of a variable display time table. [Figure 137] This figure shows an example of a variable display time table. [Figure 138] This figure shows an example of a display on a graphic display device. [Figure 139] This figure shows an example of a display on a graphic display device. [Figure 140] This figure shows an example of a display on a graphic display device. [Figure 141] This figure shows an example of a display on a graphic display device. [Figure 142] This figure shows an example of a variable display time table. [Figure 143] This figure shows an example of a display on a graphic display device. [Figure 144] This flowchart shows the process for ending the high-probability mode. [Figure 145] This flowchart shows the process for terminating the high-frequency support mode. [Figure 146] This flowchart shows the process for suddenly transitioning to a shortened game mode. [Figure 147] This is a flowchart showing the control process for the general game rounds. [Figure 148] (a) is a flowchart showing the process for initiating a general change, and (b) is a diagram showing an example of the change display time. [Figure 149] (a) is a flowchart showing the process for supporting the electric function, and (b) is a diagram showing examples of the manner in which the special feature opens and closes during gameplay. [Figure 150] This is a flowchart showing the process of opening and closing the special features. [Figure 151] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 152] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 153] This is a flowchart showing the process for setting up the first transition sequence. [Figure 154] This figure shows an example of a display on a graphic display device. [Figure 155] This is a flowchart showing the processing for displaying special feature variations. [Figure 156] (a) is a flowchart showing the process for initiating the variation, and (b) is an explanatory diagram for explaining the correspondence between the variation display pattern and the game round animation. [Figure 157] This is a flowchart showing the process for setting up the effects for the second transition. [Figure 158] This figure shows an example of a display on a graphic display device. [Figure 159] This is a flowchart showing the process for setting up the ending animation. [Figure 160] This is an explanatory diagram to show the flow of the game. [Figure 161] This is an explanatory diagram to show the flow of the game. [Figure 162] This is an explanatory diagram to show the flow of the game. [Figure 163] This figure shows an example of a jackpot type table for the second special illustration according to a modified example 1 of the third embodiment. [Figure 164] This is the transition process that occurs when the open / close execution mode ends. [Figure 165] This is an explanatory diagram to show the flow of the game. [Figure 166] This flowchart shows the process for determining the transition to a sudden time-saving game state according to a modified example 2 of the third embodiment. [Figure 167] This figure shows an example of a variable display time table. [Figure 168] This is a flowchart showing the process for executing guide effects. [Figure 169]This figure shows an example of a display on a graphic display device. [Figure 170] This figure shows an example of a variable display time table. [Figure 171] This is an explanatory diagram to show the flow of the game. [Figure 172] This is an explanatory diagram illustrating the configuration for discharging game balls that have flowed down the game area according to the fourth embodiment. [Figure 173] This is a front view of the main control unit. [Figure 174] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 175] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 176] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 177] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 178] This is an explanatory diagram illustrating the functions of various counters used in lotteries and other similar processes. [Figure 179] This is an explanatory diagram illustrating the various tables stored in the main ROM. [Figure 180] (a) is a diagram showing an example of a jackpot type table for the first special feature, and (b) is a diagram showing an example of a jackpot type table for the second special feature. [Figure 181] This is an explanatory diagram for describing the display content of a notification display device. [Figure 182] This is an explanatory diagram illustrating the configuration of the program and data in the main ROM. [Figure 183] This is an explanatory diagram illustrating the configuration of each area in the main RAM. [Figure 184] This is a flowchart showing the main processing in the MPU of the main control unit. [Figure 185] This is a flowchart showing the process for updating settings. [Figure 186] This is a flowchart showing the process for verifying the settings. [Figure 187] This is a flowchart showing timer interrupt handling. [Figure 188] This is a flowchart showing the special electrical control processing. [Figure 189] This is a flowchart showing the process for initiating special feature changes. [Figure 190] This is a flowchart showing the processing during special feature changes. [Figure 191] This is a flowchart showing the process for starting a special electric signal. [Figure 192] This is a flowchart showing the process for terminating special calls. [Figure 193] This is the transition process that occurs when the open / close execution mode ends. [Figure 194] This flowchart shows the process for updating the high-probability mode and high-frequency support mode. [Figure 195] This flowchart shows the process for terminating the high-probability mode and high-frequency support mode. [Figure 196] This is an explanatory diagram illustrating the configuration that allows the detection result of the ball entry detection sensor to be input. [Figure 197] This is a flowchart showing the ball entry detection process. [Figure 198] This is a block diagram illustrating the electrical configuration of the dispensing control device and the various devices that communicate with the dispensing control device. [Figure 199] This is a flowchart showing the timer interrupt processing in the MPU of the payout control device. [Figure 200] This graph shows the base value and the processing of the difference in ball count. [Figure 201] This flowchart shows the execution process for the base value and the difference in ball count. [Figure 202] This is a flowchart showing the base value calculation process. [Figure 203] This is an explanatory diagram illustrating the configuration of each area in a work area for non-specific control. [Figure 204] This flowchart shows the process for determining whether an excess has occurred. [Figure 205]This diagram shows how the number of balls differed from the previous ball. [Figure 206] (a) is an explanatory diagram illustrating the setting configuration of the work area for non-specific control, and (b) is an explanatory diagram illustrating the lowest point determination process. [Figure 207] (a) is a flowchart showing the display setting process, and (b) is an explanatory diagram to show the correspondence between the value of the display type counter and the display type. [Figure 208] This is a flowchart showing the display process for notification purposes. [Figure 209] This is an explanatory diagram for describing the display content of a notification display device. [Figure 210] This flowchart shows the process for determining when to stop a game. [Figure 211] (a) is a flowchart showing the process for startup when exceeding the limit, and (b) is a flowchart showing the process for partial clearing. [Figure 212] This is a flowchart showing the execution process for partial clearing. [Figure 213] (a) is an explanatory diagram illustrating the processing flow in game restrictions using the difference in the number of balls, and (b) is a diagram showing how the difference in the number of balls changes. [Figure 214] (a) is an explanatory diagram illustrating the state of the game being stopped, and (b) is an explanatory diagram illustrating the state of the initialization process when power is restored. [Figure 215] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 216] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 217] This is a flowchart showing the processing for displaying special feature variations. [Figure 218] This is a flowchart showing the process for initiating the change. [Figure 219] This is a flowchart showing the command response process. [Figure 220] This is a flowchart showing the process for issuing a first-time stop notification. [Figure 221] This figure shows an example of a display on a graphic display device. [Figure 222] This is an explanatory diagram for explaining the update content and timing of the first stop notification process. [Figure 223] This flowchart shows the process for issuing a second stop notification. [Figure 224] This figure shows an example of a display on a graphic display device. [Figure 225] This figure shows an example of a display on a graphic display device. [Figure 226] This is an explanatory diagram that explains whether or not the stop notification is initiated in each game state, and the conditions for its initiation. [Figure 227] This is an explanatory diagram illustrating the relationship between each game state and the presence or absence of a stop notification. [Figure 228] This figure shows an example of a display on a pattern display device according to Modification 1 of the fourth embodiment described above. [Figure 229] This figure shows an example of a display on a graphic display device. [Figure 230] This is a flowchart showing the command response process according to Modification 2 of the fourth embodiment described above. [Figure 231] This flowchart shows the process for setting the animation for the opening / closing execution mode. [Figure 232] This figure shows an example of a display on a graphic display device. [Figure 233] This figure shows an example of a display on a graphic display device. [Figure 234] This is an explanatory diagram illustrating the relationship between the animation used for opening and closing the device and the notification for the second stop warning. [Figure 235] This flowchart shows the first stop notification process according to Modification 3 of the fourth embodiment described above. [Figure 236] This is an explanatory diagram illustrating the relationship between each game state and the presence or absence of a notification for the first stop. [Figure 237] This figure shows an example of a display on a graphic display device. [Figure 238] This figure shows another example of a notification for stopping. [Figure 239] This figure shows another example of a notification for stopping. [Figure 240] This figure shows another example of a notification for stopping. [Figure 241] This figure shows another example of a notification for stopping. [Figure 242] This is a front view of the game board according to the fifth embodiment. [Figure 243] (a) is a schematic diagram of the second operating port when it is in the closed state, and (b) is a schematic diagram of the second operating port when it is in the open state. [Figure 244] (a) is a cross-sectional view of the first variable prize device in the closed state, and (b) is a cross-sectional view of the first variable prize device in the open state. [Figure 245] (a) is a longitudinal cross-sectional view of the second variable prize device seen from the side, and (b) is a longitudinal cross-sectional view of the second variable prize device seen from the rear. [Figure 246] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 247] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 248] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 249] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 250] This is an explanatory diagram illustrating the functions of various counters used in lotteries and other similar processes. [Figure 251] This figure shows an example of a success / failure table. [Figure 252] (a) is a diagram showing an example of a jackpot type table for the first special feature, and (b) is a diagram showing an example of a jackpot type table for the second special feature. [Figure 253] (a) is a diagram showing an example of a minor win type table for the first special feature, (b) is a diagram showing an example of a minor win type table for the second special feature, and (c) is a diagram showing an example of a major win type table. [Figure 254] (a) is a schematic diagram showing a low-dispersion pattern, and (b) is a schematic diagram showing a high-dispersion pattern. [Figure 255] This flowchart shows the timer interrupt processing in the MPU of the main control unit. [Figure 256]A flowchart showing the prize-winning process for the operating port. [Figure 257] This is a flowchart showing the information retrieval process. [Figure 258] This is a flowchart of the normal process. [Figure 259] This flowchart shows the special game round control process. [Figure 260] This is a flowchart showing the process for initiating the change. [Figure 261] This flowchart shows the process for transitioning to the minor win state. [Figure 262] The process for opening and closing the door for minor wins is currently in progress. [Figure 263] This flowchart shows the process for ending a minor win game. [Figure 264] This is a flowchart showing the V distribution setting process. [Figure 265] This is a flowchart showing the process for winning a V prize. [Figure 266] This flowchart shows the process for transitioning to the jackpot state. [Figure 267] The process for transitioning to the next stage after a big win is complete. [Figure 268] This flowchart shows the process for updating high support. [Figure 269] This flowchart shows the high-support termination process that handles the number of fluctuations. [Figure 270] This flowchart shows the process for ending the first high support corresponding to the type of minor win. [Figure 271] This flowchart shows the processing for ending the second high support corresponding to the type of minor win. [Figure 272] This is a flowchart showing the process for clearing the number of wins. [Figure 273] This flowchart shows the high-support termination process in case of a flat tire. [Figure 274] This is a flowchart showing the process for setting the variable display time. [Figure 275] This figure shows an example of a variation pattern table. [Figure 276] This figure shows an example of a variation pattern table. [Figure 277] This figure shows an example of a display on a graphic display device. [Figure 278] This is a state transition diagram showing the transitions between game states. [Figure 279] This is an explanatory diagram to show the flow of the game. [Figure 280] This is an explanatory diagram to show the flow of the game. [Figure 281] This is an explanatory diagram to show the flow of the game. [Figure 282] This is an explanatory diagram to show the flow of the game. [Figure 283] This figure shows an example of a jackpot type table for the first special illustration according to Modification 1 of the fifth embodiment. [Figure 284] (a) is a diagram showing an example of a minor win type table for the second special feature, and (b) is a diagram showing an example of a major win type table. [Figure 285] This flowchart shows the process for ending the first high support corresponding to the type of minor win. [Figure 286] This flowchart shows the processing for ending the second high support corresponding to the type of minor win. [Figure 287] This is a flowchart showing the process for clearing the number of wins. [Figure 288] This flowchart shows the high-support termination process in case of a flat tire. [Figure 289] This is an explanatory diagram to show the flow of the game. [Figure 290] This is an explanatory diagram to show the flow of the game. [Figure 291] This figure shows an example of a display on a graphic display device. [Figure 292] This is an explanatory diagram illustrating the contents of various counters used in the lottery and other similar processes according to a modified example 2 of the fifth embodiment. [Figure 293] This figure shows an example of a display on a graphic display device. [Figure 294](a) is a diagram showing an example of a jackpot type table for the first special feature, and (b) is a diagram showing an example of a jackpot type table for the second special feature. [Figure 295] (a) is a diagram showing an example of a minor win type table for the second special feature, and (b) is a diagram showing an example of a major win type table. [Figure 296] This is a flowchart showing the information retrieval process. [Figure 297] This is a flowchart showing the data setup process. [Figure 298] This is an explanatory diagram to show the flow of the game. [Figure 299] This is an explanatory diagram to show the flow of the game. [Figure 300] This is a flowchart showing the pending prefetching process. [Figure 301] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 302] This is a flowchart showing the process for handling pending commands. [Figure 303] This diagram shows the configuration of the pending memory area. [Figure 304] This is an explanatory diagram for explaining the pending notification effect. [Figure 305] (a) is a flowchart showing the command response process during shift, and (b) is a diagram explaining the shift process for reserved images. [Figure 306] This is a flowchart showing the settings process for the hold notification. [Figure 307] This is a flowchart showing the process for determining whether or not to issue a pending notification. [Figure 308] This is an explanatory diagram to show the flow of the pending notification effect. [Figure 309] This is an explanatory diagram to show the flow of the pending notification effect. [Figure 310] (a) is a diagram showing an example of a minor win type table for the second special illustration relating to modification 3 of the fifth embodiment, and (b) is a diagram showing an example of a major win type table. [Figure 311] This is a flowchart showing the process for winning a V prize. [Figure 312] This flowchart shows the process for ending the first high support corresponding to the type of minor win. [Figure 313] This flowchart shows the processing for ending the second high support corresponding to the type of minor win. [Figure 314] This flowchart shows the process for resetting the limiter. [Figure 315] The process for transitioning to the next stage after a big win is complete. [Figure 316] This is an explanatory diagram to show the flow of the game. [Figure 317] This figure shows an example of a display on a graphic display device. [Figure 318] This flowchart shows the special game round control process according to a modified example 4 of the fifth embodiment. [Figure 319] This is a flowchart showing the process for initiating the change. [Figure 320] This is a flowchart showing the process for winning a V prize. [Figure 321] This is a flowchart showing the process for clearing the number of wins. [Figure 322] This is an explanatory diagram to show the flow of the game. [Figure 323] This is an explanatory diagram to show the flow of the game. [Figure 324] This is an explanatory diagram for describing the sequence of previews. [Figure 325] This is a diagram showing a modified version of a standard electric vehicle. [Figure 326] This is a diagram showing a modified version of a standard electric vehicle. [Figure 327] This is a perspective view showing a pachinko machine according to the sixth embodiment. [Figure 328] This is a perspective view showing the main components of a pachinko machine. [Figure 329] This is a perspective view showing the main components of a pachinko machine. [Figure 330] This is a front view showing the configuration of the game board. [Figure 331](a) is a schematic diagram of the second operating port when it is in the closed state, and (b) is a schematic diagram of the second operating port when it is in the open state. [Figure 332] (a) is a cross-sectional view of the variable prize device in the closed state, and (b) is a cross-sectional view of the variable prize device in the open state. [Figure 333] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 334] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 335] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 336] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 337] This is an explanatory diagram illustrating the functions of various counters used in lotteries and other similar processes. [Figure 338] This flowchart shows the timer interrupt processing in the MPU of the main control unit. [Figure 339] This is a flowchart showing the anomaly monitoring process. [Figure 340] This is a flowchart of the normal process. [Figure 341] This flowchart shows the game round control process. [Figure 342] This is a flowchart showing the game state transition process. [Figure 343] This flowchart shows the process for opening and closing the grand prize slot. [Figure 344] This flowchart shows the payout status detection process performed by the payout control device. [Figure 345] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 346] This is a block diagram showing the configuration related to audio output control. [Figure 347] (a) is a diagram showing an example of sound data, (b) is a diagram showing an example of a sound data table, and (c) is a diagram showing an example of a playback sound data storage area. [Figure 348]This is a flowchart showing the sound output processing in a sound IC. [Figure 349] This diagram shows the configuration of the plug section. [Figure 350] This is a diagram showing the configuration of the jack section. [Figure 351] This is a diagram showing the structure of the cover section. [Figure 352] This flowchart shows the mute control process in the MPU of the performance control system. [Figure 353] This is a flowchart showing the temporary release process. [Figure 354] This is an explanatory diagram illustrating the flow of the mute process. [Figure 355] This is a block diagram showing the configuration for audio output control according to Modification 1 of the sixth embodiment. [Figure 356] This is a block diagram showing the configuration for audio output control according to a modified example 2 of the sixth embodiment. [Figure 357] (a) is a plan view showing the input control section, and (b) is a plan view showing the first volume switch. [Figure 358] This is a flowchart of the main process. [Figure 359] This is a flowchart showing the corresponding operation process. [Figure 360] This flowchart shows the process of handling operations while a menu is displayed. [Figure 361] This is a flowchart showing the display process for the volume setting screen. [Figure 362] This flowchart shows the process of handling operations while the volume setting is displayed. [Figure 363] This is a flowchart showing the output switching process. [Figure 364] This is a flowchart showing the sound output settings process. [Figure 365] The error sound handling process is shown in the flowchart. [Figure 366] This figure shows an example of an error volume setting table. [Figure 367] This is a flowchart showing the temporary release process. [Figure 368] This is a flowchart showing the volume setting process at startup. [Figure 369] This figure shows an example of a menu screen. [Figure 370] This figure shows an example of a menu screen. [Figure 371] This figure shows an example of a volume setting screen. [Figure 372] This figure shows an example of a volume setting screen. [Figure 373] This is an explanatory diagram illustrating the flow of volume control. [Figure 374] This flowchart shows the error sound response process according to Modification 3 of the sixth embodiment. [Figure 375] (a) is a diagram showing an example of an error volume setting table for headphones, and (b) is a diagram showing an example of an error volume setting table for speakers. [Figure 376] This figure shows an example of a volume setting screen. [Figure 377] This flowchart shows the operation response process according to Modification 4 of the sixth embodiment. [Figure 378] This flowchart shows the display process for the first volume setting screen. [Figure 379] This figure shows the relationship between the first volume setting counter and the second volume setting counter. [Figure 380] This flowchart shows the display process for the second volume setting screen. [Figure 381] This flowchart shows the operation response process while the first volume setting is displayed. [Figure 382] This flowchart shows the operation response process while the second volume setting is displayed. [Figure 383] This flowchart shows the process of handling operations while a menu is displayed. [Figure 384] This is a flowchart showing the process for switching regulations. [Figure 385] This is a diagram showing an example of the first volume setting screen. [Figure 386] This figure shows an example of the second volume setting screen. [Figure 387] This figure shows an example of a menu screen. [Figure 388] This figure shows an example of the second volume setting screen. [Figure 389] This figure shows an example of a volume control display on the screen. [Figure 390] This figure shows an example of volume settings for headphones. [Figure 391] This is an explanatory diagram illustrating the configuration for the discharge of game balls that have flowed down the game area according to the seventh embodiment. [Figure 392] This is a front view of the main control unit. [Figure 393] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 394] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 395] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 396] This diagram illustrates the display content on the display screen of a graphic display device. [Figure 397] This is an explanatory diagram illustrating the functions of various counters used in lotteries and other similar processes. [Figure 398] This figure shows an example of a success / failure table. [Figure 399] (a) is a diagram showing an example of a jackpot type table for the first special feature, and (b) is a diagram showing an example of a jackpot type table for the second special feature. [Figure 400] This is an explanatory diagram for describing the display content of a notification display device. [Figure 401] This is an explanatory diagram illustrating the configuration of the program and data in the main ROM. [Figure 402] This is an explanatory diagram illustrating the configuration of each area in the main RAM. [Figure 403] This is a flowchart showing the main processing in the MPU of the main control unit. [Figure 404] This is a flowchart showing timer interrupt handling. [Figure 405] This is a flowchart showing the special electrical control processing. [Figure 406] This is a flowchart showing the process for initiating special feature changes. [Figure 407] This is a flowchart showing the processing during special feature changes. [Figure 408] This is a flowchart showing the process for starting a special electric signal. [Figure 409] This is a flowchart showing the process for terminating special calls. [Figure 410] This is the transition process that occurs when the open / close execution mode ends. [Figure 411] This flowchart shows the process for updating the high-probability mode and high-frequency support mode. [Figure 412] This flowchart shows the process for terminating the high-probability mode and high-frequency support mode. [Figure 413] This is an explanatory diagram illustrating the configuration that allows the detection result of the ball entry detection sensor to be input. [Figure 414] This is a flowchart showing the ball entry detection process. [Figure 415] This is a block diagram illustrating the electrical configuration of the dispensing control device and the various devices that communicate with the dispensing control device. [Figure 416] This is a flowchart showing the timer interrupt processing in the MPU of the payout control device. [Figure 417] This graph shows the base value and the processing of the difference in ball count. [Figure 418] This flowchart shows the execution process for the base value and the difference in ball count. [Figure 419] This is a flowchart showing the base value calculation process. [Figure 420] This is an explanatory diagram illustrating the configuration of each area in a work area for non-specific control. [Figure 421] This flowchart shows the process for determining whether an excess has occurred. [Figure 422] This diagram shows how the number of balls differed from the previous ball. [Figure 423](a) Diagram for explaining the setting mode of the work area for non-specific control, (b) is a diagram for explaining the lowest point determination process. [Figure 424] (a) is a flowchart showing the display setting process, (b) is a diagram for explaining the correspondence between the value of the display type counter and the display type. [Figure 425] It is a diagram for explaining the display content of the notification display device. [Figure 426] It is a flowchart showing the game stop determination process. [Figure 427] (a) is a flowchart showing the start-up process when exceeding, (b) is a flowchart showing the first part clear process. [Figure 428] It is a flowchart showing the execution process for the first part clear. [Figure 429] It is a flowchart showing the command setting process at the time of power restoration. [Figure 430] (a) is a diagram for explaining the process flow in the game restriction using the number of balls in difference, (b) is a diagram showing the change of the number of balls in difference. [Figure 431] (a) is a diagram for explaining the state of the game stop state, (b) is a diagram for explaining the state of the initialization process at the time of power restoration. [Figure 432] It is a block diagram showing the electrical configuration of the effect control device and its peripheral devices. [Figure 433] It is a flowchart showing the effect setting process in the MPU of the effect control device. [Figure 434] It is a flowchart showing the process for special figure change display. [Figure 435] It is a flowchart showing the process for starting the variation. [Figure 436] It is a flowchart showing the command correspondence process. [Figure 437] It is a flowchart showing the process for the first stop notice. [Figure 438] It is a diagram showing an example of the display of the symbol display device. [Figure 439]This is an explanatory diagram for explaining the update content and timing of the first stop notification process. [Figure 440] This flowchart shows the process for issuing a second stop notification. [Figure 441] This figure shows an example of a display on a graphic display device. [Figure 442] This figure shows an example of a display on a graphic display device. [Figure 443] This is a flowchart showing the process for handling commands to restore power. [Figure 444] This figure shows an example of a display on a graphic display device. [Figure 445] This figure shows an example of a display on a graphic display device. [Figure 446] This is an explanatory diagram illustrating the process that occurs when power is restored after an outage. [Figure 447] This is an explanatory diagram illustrating the process that occurs when power is restored after an outage. [Figure 448] This is an explanatory diagram illustrating the process that occurs when power is restored after an outage. [Figure 449] This is an explanatory diagram illustrating the process that occurs when power is restored after an outage. [Figure 450] This is a flowchart illustrating the power outage information storage process according to Modification 1 of the 7th embodiment. [Figure 451] This flowchart shows the process for clearing data in the event of a power outage. [Figure 452] The flowchart shows the execution process for clearing data in the event of a power outage. [Figure 453] This is a flowchart showing the command setting process for power restoration according to Modification 2 of the 7th embodiment. [Figure 454] This is a flowchart showing the process for handling commands to restore power. [Figure 455] This is an explanatory diagram illustrating the process that occurs when power is restored after an outage. [Figure 456] (a) is a front view showing the configuration of the game board according to Modification 3 of the 7th embodiment, and (b) is a front view showing the configuration of the ball difference notification unit. [Figure 457] This figure shows an example of the light emission pattern of the ball difference notification unit. [Figure 458] It is a diagram showing an example of the light emission mode of the bad ball number notification unit. [Figure 459] It is an explanatory diagram for explaining the flow when power is restored after power failure. [Figure 460] It is an explanatory diagram for explaining the flow when power is restored after power failure. [Figure 461] It is an explanatory diagram for explaining the flow when power is restored after power failure. [Figure 462] It is a diagram showing another example of the reset notification.
Embodiments for Carrying Out the Invention
[0010] <The First Embodiment> Hereinafter, a first embodiment of a pachinko game machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail based on the drawings. FIG. 1 is a perspective view of the pachinko machine 10 seen from the front side, and FIGS. 2 and 3 are perspective views showing the main components of the pachinko machine 10 developed. In FIG. 2, for the sake of convenience, the components within the game area PE of the pachinko machine 10 are omitted.
[0011] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10 and a game machine main body 12 attached to this outer frame 11.
[0012] The outer frame 11 is formed by connecting plate materials to the four sides and has a rectangular frame shape. By attaching and fixing the outer frame 11 to the island equipment, the pachinko machine 10 is installed in the game hall. Note that in the pachinko machine 10, the outer frame 11 is not an essential component, and it may be configured such that the outer frame 11 is provided on the island equipment in the game arcade.
[0013] The gaming machine body 12 is supported by the outer frame 11 in a manner that allows it to be opened and closed. Specifically, an upper support fitting 17 is fixed to the connection between the upper frame and the left frame of the outer frame 11, and a lower support fitting 18 is provided at the connection between the lower frame and the left frame of the outer frame 11. These upper support fittings 17 and 18 constitute a support mechanism, and this support mechanism allows the gaming machine body 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 (see Figures 2 and 3).
[0014] As shown in Figure 2, the gaming machine body 12 comprises an inner frame 13 as a base body, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 positioned behind the inner frame 13. The inner frame 13 of the gaming machine body 12 is rotatably supported relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side being the pivot end and the right side being the pivot tip when viewed from the front.
[0015] The front door frame 14 is rotatably supported on the inner frame 13, and can rotate forward with the left side as the pivot end and the right side as the pivot end when viewed from the front. The back pack unit 15 is also rotatably supported on the inner frame 13, and can rotate backward with the left side as the pivot end and the right side as the pivot end when viewed from the front (see Figure 3).
[0016] Next, the front door frame 14 will be described. As shown in Figure 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 whose outer shape is almost identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A roughly elliptical window portion 21 is formed in the central part of the frame body 20 so that almost the entire area of the game area PE, which will be described later, can be seen from the front, and this window portion 21 is covered from the rear side of the front door frame 14 by a glass unit 22.
[0017] The glass unit 22 comprises a plurality of transparent glass panels 23 and a glass holder that holds these glass panels 23. The glass holder has a partition that divides the holding area of the glass panels 23 into front and rear sections, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the game area PE is double-covered from the front side of the pachinko machine 10 by the glass panels 23.
[0018] It is not necessary to unitize both glass panels 23 using a glass holder; each glass panel 23 may be individually attached to the frame 20. Furthermore, the number of glass panels is arbitrary; it may be one or three or more. However, from the viewpoint of improving safety and security, it is preferable to use multiple glass panels and to position each of these glass panels facing each other front and back with a predetermined gap in between. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of glass panels.
[0019] As shown in Figure 1, various light-emitting means such as lamps are provided around the glass unit 22 (more specifically, the window section 21). For example, a lamp section (ring-shaped illuminated section) 26 containing light-emitting means such as LEDs is provided along the periphery of the window section 21. The lamp section 26 lights up or flashes in accordance with changes in the game state, such as when a jackpot is hit or when a predetermined reach occurs. In addition, an error indicator lamp section 27 that lights up in the event of a predetermined error is provided in the center of the lamp section 26 and at the top of the pachinko machine 10, and prize ball lamp sections 28 that light up when prize balls are paid out are provided on the left and right sides of the error indicator lamp section 27. In addition, a speaker section 29 that outputs sound effects according to the game state is provided in a position close to the left and right prize ball lamp sections 28.
[0020] Below the window portion 21 of the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32 are arranged vertically side by side, bulging toward the front. Inside the upper bulge 31 is an upper tray 33 that opens upward, and inside the lower bulge 32 is a lower tray 34 that also opens upward. The upper tray 33 has the function of temporarily storing the game balls dispensed from the dispensing device (described later) and guiding them to the game ball launching mechanism (described later) while aligning them in a line. The lower tray 34 has the function of storing any game balls that are left over in the upper tray 33.
[0021] Furthermore, the upper surface of the upper bulge 31 is provided with a performance control unit 36 (specifically, a push button) that is manually operated by the player. For example, when the performance control unit 36 is manually operated according to suggestions displayed on the display screen G of the symbol display device 75 (described later), the performance content on the display screen G etc. becomes a predetermined performance content corresponding to that operation.
[0022] A game ball launching handle 41 is provided to the right of the lower bulge 32, protruding toward the front. When the game ball launching handle 41 is operated, a game ball is launched from the game ball launching mechanism, which will be described later.
[0023] As shown in Figure 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. In the passage forming unit 45, a receiving portion is formed at the upper corner, which protrudes to the rear and opens upward. By dividing this receiving portion into left and right sections with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. Game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0024] On the rear side of the front door frame 14, at the pivot base end, projection shafts are provided at its upper and lower ends. These projection shafts constitute the assembly mechanism for the inner frame 13. Furthermore, on the rear side of the front door frame 14, at the pivot tip end, as shown in Figure 2, multiple hook fittings 49 extending to the rear are arranged in a vertical direction. These hook fittings 49 constitute the locking mechanism for the inner frame 13.
[0025] Next, the inner frame 13 will be described in detail based on Figures 2 and 3. The inner frame 13 is mainly composed of a resin base 50, which has an outer shape that is roughly rectangular, similar to the outer frame 11. The height dimension of the resin base 50 is set to be slightly smaller than the height dimension of the outer frame 11. The resin base 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A fascia board is attached to the outer frame 11 to close this gap. The fascia board is positioned below the resin base 50 (more specifically, its lower end), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on top of the fascia board.
[0026] Support brackets 51 and 52 are attached to the upper and lower ends of the pivot base side on the front surface of the resin base 50. The support brackets 51 and 52 have axial holes formed in them, and the projection shaft of the front door frame 14 is inserted into these axial holes, thereby supporting the front door frame 14 so that it can rotate relative to the inner frame 13.
[0027] The front of the resin base 50, on the rotating tip side, is provided with an insertion hole for inserting a hook fitting 49 located on the back of the front door frame 14. In this pachinko machine 10, as shown in Figure 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is positioned hidden on the back side of the inner frame 13. Therefore, the hook fitting 49 engages with the locking device 55 (specifically, the hook receiving member for the front door) through the insertion hole, thereby locking the front door frame 14 to the inner frame 13 in an unopenable state. The locking device 55 also has a plurality of inner frame hook members 57 that extend to the rear of the inner frame 13. These inner frame hook members 57 catch on the hook receiving member 19 of the outer frame 11, thereby locking the game machine body 12 to the outer frame 11 in a closed state.
[0028] A cylinder lock 58 for unlocking the locking device 55 is installed in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that turning the key inserted into the keyhole of the cylinder lock 58 to the right unlocks the front door frame 14 to the inner frame 13, and turning the key inserted into the keyhole of the cylinder lock 58 to the left unlocks the inner frame 13 to the outer frame 11.
[0029] A roughly oval-shaped window opening 54 is formed in the center of the resin base 50, and the window opening 54 is closed from the rear by the game board 60 mounted on the resin base 50. The game board 60 consists of a wooden plywood and a sheet material that covers the front surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window opening 54. A game area PE is formed on this exposed part, i.e., the front surface of the game board 60, through which the game balls flow. Note that the game board 60 is not limited to wood, and can also be made of synthetic resin.
[0030] The following describes the game board 60 (particularly the various components arranged in the game area PE) based on Figure 4. Figure 4 is a front view of the game board 60.
[0031] The game board 60 has multiple openings of varying sizes that penetrate in the direction of its own thickness (front-to-back direction). Each opening is provided with a general prize entry opening 61, a first operation opening 62, a second operation opening 63, a through gate 64, a variable prize entry device 65, a variable display unit 67, and the like.
[0032] When a ball enters the general prize slot 61, the variable prize device 65, the first operating slot 62, or the second operating slot 63, this is detected by a prize sensor (detection sensor), and based on the detection result, the player is granted a predetermined number of prize balls or other benefits. In this case, if a ball enters the general prize slot 61, 10 game balls are dispensed, and if a ball enters the variable prize device 65, 15 game balls are dispensed. Also, if a ball enters the first operating slot 62, 3 game balls are dispensed, and if a ball enters the second operating slot 63, 1 game ball is dispensed. Incidentally, no game balls are dispensed if a ball enters the through gate 64.
[0033] The number of prize balls is arbitrary; for example, the number of prize balls related to the first operating port 62 may be the same as the number of prize balls related to the second operating port 63, or the number of prize balls related to the second operating port 63 may be greater than the number of prize balls related to the first operating port 62. Furthermore, the number of prize balls related to the variable prize entry device 65 may be the same as or less than the number of prize balls related to other operating ports. Additionally, a predetermined number of game balls may be dispensed when a ball enters the through gate 64.
[0034] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various ball entry points are discharged from the game area PE through the outlet 68. Here, "entering" means that a game ball passes through a predetermined opening, and includes not only the case in which the game ball is discharged from the game area PE after passing through the opening, but also the case in which the game ball is not discharged from the game area PE after passing through the opening. However, in the following description, in order to clearly distinguish it from the entry of a game ball into the outlet 68, the entry of a game ball into the general prize entry point 61, the operating points 62, 63, the variable prize entry device 65, or the through gate 64 will also be referred to as "winning."
[0035] Furthermore, the game board 60 is equipped with numerous nails 69 to appropriately disperse and adjust the flow path of the game balls, as well as various components (mechanisms) such as windmills. These various configurations, including the nails 69 and windmills, diversify the flow of the game balls, and are adjusted so that the balls enter the general prize winning holes 61 and other areas as described above with a reasonable probability.
[0036] The variable display unit 67 is located in the center of the game board 60. The variable display unit 67 is installed on the back side of the game board 60 (Figure 3), and its display screen G can be viewed through an opening provided in the center of the game board 60. A frame-shaped center frame 76 is attached to the front of the game board 60, corresponding to the periphery of the opening.
[0037] The center frame 76 protrudes forward from the front of the game board 60, and the gap between the front of the center frame 76 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball flowing down the game area PE from flowing into the inner area of the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 distributes the flow path of the game ball as it flows down the game area PE to the left and right, forming a left route that passes through the left side of the center frame 76 and a right route that passes through the right side.
[0038] Whether the game ball flows down (passes through) the left or right route is determined by the amount of rotation of the game ball launch handle 41, that is, by the launch force of the game ball. Since the launched game ball enters the game area PE from the upper left side of the game board 60, the stronger the launch force of the game ball, the more likely the game ball is to flow down the right route.
[0039] More specifically, if the player performs a first firing operation by rotating the game ball firing handle 41 with a rotation amount in the first range which is greater than or equal to a predetermined rotation amount but less than the standard rotation amount, the fired game ball will flow down the left route. If the player performs a second firing operation by rotating the game ball firing handle 41 with a rotation amount in the second range which is greater than or equal to the standard rotation amount, the fired game ball will flow down the right route. The predetermined rotation amount is the amount of rotation operation required for the fired game ball to pass through the guide rail 100 (described later) and enter the game area PE, and the standard rotation amount is the amount of rotation operation required to fire the game ball with a firing force that allows it to reach the top of the center frame 76.
[0040] Below the center frame 76 (variable display unit 67), there is a first operating port 62 that is open upwards. The first operating port 62 is located in the left-right center of the game board 60, but game components such as nails 69 are arranged so that game balls flowing down the right route do not enter the first operating port 62. In other words, only game balls flowing down the left route can enter the first operating port 62. Therefore, when a player aims to enter the first operating port 62, they will play the game by launching the game ball so that it flows down the left route. The first operating port 62 is equipped with a first operating port entry sensor 62a (Figure 7), and this entry sensor 62a detects game balls that have entered the first operating port 62.
[0041] A second operating port 63 is located to the right of the center frame 76 (variable display unit 67). The configuration of the second operating port 63 will be explained with reference to Figure 5.
[0042] The second operating port 63 is provided with a general-purpose electrical component 63a (variable receiving means) which serves as a guide piece (support piece) consisting of a pair of left and right movable pieces. Specifically, the pair of movable pieces, which are supported so as to be rotatable in the left and right directions, are arranged so as to sandwich the opening of the second operating port 63 from both the left and right sides.
[0043] Furthermore, by rotating each of the above-mentioned movable pieces, it is possible to switch between a closed state (unsupported or unguided state) as shown in Figure 5(a) and an open state (supported or guided state) as shown in Figure 5(b). Specifically, a protruding portion 63d is provided on the upper part of the second operating port 63 so as to protrude forward. As shown in Figure 5(a), when the above-mentioned movable pieces are in an upright position, the gap between each of the movable pieces and the protruding portion 63d becomes less than the diameter of the game ball, preventing the game ball from flowing into the second operating port 63. On the other hand, as shown in Figure 5(b), when the above-mentioned movable pieces are rotated to tilt outward, an opening of a size that allows the game ball to pass through is formed between them and the protruding portion 63d, allowing the game ball to flow into the second operating port 63. The second operating port 63 is provided with a prize sensor 63c for the second operating port, and the prize sensor 63c detects when a game ball enters the second operating port 63.
[0044] Furthermore, the general-purpose electrical device 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is driven by the drive unit 63b through a link mechanism (not shown) to switch between an open state (tilted position) and a closed state (upright position). Incidentally, the first operating port 62 is not provided with a general-purpose electrical device (opening / closing structure).
[0045] In the above configuration, it is not possible to win a prize in the second operating port 63 when it is closed, but a configuration in which it is possible to win a prize is also possible. That is, a configuration in which it is possible to win a prize in the second operating port 63 when it is closed, but it is more difficult to win a prize (it becomes difficult to win a prize) than when it is open. In short, it is sufficient that the ease of winning a prize in the second operating port 63 differs between the open and closed states, and the degree of closure or opening is arbitrary. Furthermore, the configuration of the general-purpose device 63a is not limited to the above, and for example, the second operating port 63 may be opened and closed by a movable piece rotating back and forth, or sliding back and forth or left and right.
[0046] As shown in Figure 4, a through gate 64 is positioned above (upstream of) the second operating port 63 in the right route. The through gate 64 has a through hole (not shown) that penetrates vertically, and game balls that enter the through gate 64 pass through the through gate 64 and flow down the game area PE again. Therefore, game balls that enter the through gate 64 can also enter the second operating port 63. The through gate 64 is equipped with a through-gate entry sensor 64a (Figure 7), which detects game balls that enter the through gate 64.
[0047] The through gate 64 acts as a trigger to open the above-mentioned electric power device 63a located in the second operating port 63. Specifically, an internal lottery is held when a ball enters the through gate 64, and if the result of this internal lottery is an opening result (support win), the electric power device 63a is opened from the closed state, and then the device opening / closing game (support execution mode) is executed to return it to the closed state.
[0048] In the right route, a variable prize-winning device 65 is located below (downstream of) the second operating port 63. The configuration of the variable prize-winning device 65 will be explained with reference to Figure 6.
[0049] The variable prize winning device 65 includes a large prize winning opening 65a that opens to the front, and an opening / closing door 65b that opens and closes the large prize winning opening 65a. The large prize winning opening 65a is a horizontally elongated rectangle when viewed from the front, and is large enough to allow multiple game balls to enter simultaneously. The large prize winning opening 65a is connected to a guide passage 65e provided on the back side of the game board 60, and all game balls that enter the large prize winning opening 65a are guided to the guide passage 65e. A prize winning sensor 65c for the large prize winning opening is provided in the guide passage 65e, and the prize winning sensor 65c detects game balls that have entered the large prize winning opening 65a.
[0050] Furthermore, the variable prize winning device 65 is equipped with a drive unit 65d that drives the opening and closing door 65b. The opening and closing door 65b is driven by the drive unit 65d through a link mechanism (not shown) and can be switched between a closed state in which game balls cannot enter the large prize winning opening 65a (Figure 6(a)) and an open state in which game balls can enter the large prize winning opening 65a (Figure 6(b)). Specifically, the opening and closing door 65b is normally in the closed state, and is switched to the open state when the internal lottery results in a transition to the opening and closing execution mode (jackpot game).
[0051] The opening / closing execution mode is a mode that is entered when a jackpot is won. This opening / closing execution mode will be explained in detail later. In the case of a jackpot, the variable prize device 65 may be opened repeatedly for a maximum of multiple rounds (for example, 10 rounds), with one round defined as the elapsed time (for example, 30 seconds) or the entry of a predetermined number of items (for example, 10 items).
[0052] In the above configuration, it is not possible to win a prize in the large prize slot 65a when it is closed, but a configuration in which it is possible to win a prize is also acceptable. That is, a configuration in which it is possible to win a prize in the large prize slot 65a when it is closed, but it is more difficult to win a prize (it becomes difficult to win a prize) than when it is open is also acceptable. In short, it is sufficient that the ease of winning a prize in the large prize slot 65a differs between the open and closed states, and the degree of closure or opening is arbitrary.
[0053] Here, only game balls flowing down the right route can enter the second operating port 63, the through gate 64, and the variable prize winning device 65. Therefore, when a player aims to win a prize at the second operating port 63, the through gate 64, or the variable prize winning device 65, they will launch the game balls so that they flow down the right route.
[0054] As shown in Figure 4, a main display unit 81 is provided below the variable prize winning device 65. The main display unit 81 is positioned along the lower outer edge of the game area PE and protrudes forward from the front of the game board 60. The front of the main display unit 81 is provided with a special display section 43 for displaying predetermined patterns and a general display section 44. These display sections 43 and 44 are visible from the front through the glass unit 22 of the front door frame 14. The gap between the front of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball from passing in front of the main display unit 81 and ensures the visibility of the various display sections 43 and 44.
[0055] The special display unit 43 is provided with a first special display unit AS that displays the lottery results based on winning at the first operating port 62, and a second special display unit BS that displays the lottery results based on winning at the second operating port 63.
[0056] In the first special display unit AS, the display of changing symbols is triggered by a prize being won in the first operating port 62, and as a result of stopping the display of the changing symbols, the result of the internal lottery conducted based on the prize being won in the first operating port 62 is clearly displayed. If the result of the internal lottery based on the prize being won in the first operating port 62 is a winning result corresponding to a jackpot, the display of the changing symbols in the first special display unit AS is stopped, and after a predetermined symbol is displayed as a result of stopping, the system transitions to the opening and closing execution mode described above.
[0057] In the second special display unit BS, the display of changing symbols is triggered by a prize being awarded in the second operation port 63, and the result of the internal lottery conducted based on the prize being awarded in the second operation port 63 is clearly displayed as a result of the stopping of this changing display. If the result of the internal lottery based on the prize being awarded in the second operation port 63 is a winning result corresponding to a jackpot, the display of changing symbols in the second special display unit BS is stopped, and after a predetermined symbol is displayed as a result of the stop, the system transitions to the opening and closing execution mode described above.
[0058] In the following, in order to distinguish between the symbols that change and are displayed when a prize is won in the first operating port 62 and the symbols that change and are displayed when a prize is won in the second operating port 63, the former may be referred to as the first special symbol or first special symbol, and the latter as the second special symbol or second special symbol.
[0059] Here, based on a winning entry into either of the operating ports 62 or 63, a variation display is started in the corresponding special display unit AS or BS, and the period from when the variation display stops after displaying a predetermined stop result is considered one game round in the special display unit AS or BS. However, one game round is not limited to the above content. For example, in a configuration where a single display area is provided and a variation display is performed in that single display area regardless of when a winning entry occurs into any of the operating ports 62 or 63, one game round is considered to be from when the variation display starts in that single display area and stops after displaying a predetermined stop result.
[0060] Furthermore, the main display unit 81 is equipped with a special symbol retention count display unit AM. The number of times a game ball enters the first operation port 62 or the second operation port 63 is retained up to a maximum of 4 times, and the special symbol retention count display unit AM can display the number of retained special symbols for the first special symbol (first operation port 62) and the number of retained special symbols for the second special symbol (second operation port 63) separately.
[0061] The regular symbol display unit 44 is a display unit for clearly indicating the results of the internal lottery conducted based on the entry into the through gate 64. In this case, the regular symbol display unit 44 displays a changing pattern triggered by the entry into the through gate 64, and as a result of the stopping of this changing pattern display, the result of the internal lottery conducted based on the entry into the through gate 64 is clearly indicated by the display. If the result of the internal lottery based on the entry into the through gate 64 is a winning result that corresponds to a transition to a support state that opens the regular electric device 63a, the regular symbol display unit 44 displays a predetermined stop result and the changing pattern display stops, after which it transitions to the support state. The pattern that is displayed in a changing pattern triggered by the entry into the through gate 64 is sometimes called a regular pattern or regular diagram.
[0062] Here, based on the entry into the through gate 64, the display unit 44 for general diagrams starts a variable display, and the period from when the predetermined stop result is displayed until the variable display stops corresponds to one game round in the display unit 44 for general diagrams. Hereafter, in order to distinguish between game rounds in the display unit 44 for general diagrams and game rounds in the special diagram display units AS and BS, the former may be referred to as a general diagram game round and the latter as a special diagram game round.
[0063] Furthermore, the display unit 44 for the regular display is equipped with a regular display number display unit FM. The number of times a game ball enters the through gate 64 is reserved up to a maximum of 4 times, and the regular display number display unit FM can display the number of regular display balls (through gate 64) reserved.
[0064] The special drawing display unit 43 and the general drawing display unit 44 are composed of a segment display device having multiple segments, but are not limited to this, and may be composed of other display devices such as a liquid crystal display device.
[0065] In addition, although not shown in the diagram, the main display unit 81 is provided with a round display section to indicate the number of rounds in the opening / closing execution mode. The round display section starts displaying the number of rounds when the opening / closing execution mode is started or has been started. This display continues without changing the display content while the opening / closing execution mode is running, and ends when the opening / closing execution mode ends or has ended.
[0066] Next, the variable display unit 67 will be described. The variable display unit 67 is equipped with a pattern display device 75 that displays patterns, which are a type of image, in a variable manner (or in a variable or switching manner).
[0067] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the displayed content is controlled by a display control device described later. The pattern display device 75 is not limited to a liquid crystal display device, but may also be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0068] The symbol display device 75 displays symbols arranged, for example, at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling horizontally. In this case, the variable display on the symbol display device 75 is initiated based on a winning entry into the first operating port 62 or the second operating port 63. That is, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 75 accordingly. When the variable winning device 65 is opened, the game transitions to a jackpot state (open / close execution mode), and a predetermined combination of symbols is stopped and displayed on a preset active line on the symbol display device 75.
[0069] Furthermore, the symbol display device 75 displays a hold indicator corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this hold indicator, a predetermined hold image is displayed, and the number of holds for each operation port 63, 64 is indicated by the number of images displayed. Note that the number of holds is not limited to what is shown by the hold image, but may also be shown by a numerical display. Moreover, the display may not be limited to the symbol display device 75, but may also be shown by a display unit (a display unit separate from the hold number display units AM and FM of the main display unit 81) or a light-emitting unit (hold lamp unit) provided on the game board 60 separately from the symbol display device 75.
[0070] Referring again to Figure 2, the configuration of the inner frame 13 will be explained. Below the mounting area of the game board 60 on the resin base 50, a game ball launching mechanism 110 is provided that launches game balls toward the game area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls positioned at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game balls launched by the solenoid 111, a ball feeding device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111 to 113 are mounted. The base plate 114 is fixed to the resin base 50, thereby integrating the game ball launching mechanism 110 with the resin base 50.
[0071] The launch rail 112 is fixed to the base plate 114 at an angle so as to slope upward toward the game board 60. A ball stopper is provided near the downstream end (i.e., lower end) of the launch rail 112 to hold the game balls supplied from the ball feeding device 113 in the aforementioned launch standby position. The solenoid 111 is located further downstream from the ball stopper.
[0072] The solenoid 111 is electrically connected to a power supply and a launch control device, which will be described later. Based on the output of electrical signals from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension and retraction direction, causing the game ball, which is placed in the launch standby position, to be launched toward the game board 60, more specifically toward the guide rail 100 attached to the game board 60.
[0073] As shown in Figure 4, the guide rail 100 partitions the game area PE so that the outer shape of the game area PE is approximately circular. The guide rail 100 consists of an inner rail 101 and an outer rail 102 that are positioned opposite each other with a gap slightly larger than the diameter of the game ball, and these two rails 101 and 102 partition a single guide passage 103. The guide passage 103 has an entrance portion that is open on the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the top of the game area PE. The game ball launched based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of launch rail 112 → guide rail 100 (entrance portion → exit portion).
[0074] Furthermore, in the game board 60, a reverse return prevention member 106 is attached to the front of the exit portion, more specifically near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing the launch of subsequent game balls from being obstructed by game balls that have reached the game area PE earlier.
[0075] As shown in Figure 2, the guide rail 100 and the launch rail 112 are positioned such that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the game board 60. In other words, the two rails 100 and 112 are positioned so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are offset to the left and right near the lower edge of the game board 60. This brings both rails 100 and 112 closer to the lower edge of the game board 60 while creating a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.
[0076] Below the gap formed in this manner, a foul ball passage 46 is provided. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns to the guide passage 103 as a foul ball, these foul balls will enter the foul ball passage 46 through the gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged into the lower tray 34. This suppresses interference between foul balls and the next game ball to be launched, while returning the foul balls to the player.
[0077] In the resin base 50, a through hole is formed to the left of the launch rail 112 (more specifically, the side supporting the front door frame 14), and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50 and has a main body side upper tray passage and a main body side lower tray passage. The upstream side of these main body side upper tray passage and main body side lower tray passage leads to the game ball distribution section, which will be described later. Furthermore, below the passage forming member 121, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted, and below the main body side upper tray passage is the front door side upper tray passage, and below the main body side lower tray passage is the front door side upper tray passage.
[0078] In the resin base 50, an opening / closing member 124 is attached below the passage forming member 121 to open and close the upper tray passage on the main body side and the lower tray passage on the main body side. The opening / closing member 124 is supported so as to be rotatable in the front-rear direction by a support shaft provided at its lower end, and is further provided with a biasing member that biases it to a forward position that closes the upper tray passage on the main body side and the lower tray passage on the main body side. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises up as shown in the figure, closing the upper tray passage on the main body side and the lower tray passage on the main body side. This prevents the inconvenience of game balls spilling out if the front door frame 14 is opened while game balls are stored in the upper tray passage on the main body side or the lower tray passage on the main body side. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main unit side and the upper tray passage on the front door side are connected, and furthermore, the lower tray passage on the main unit side and the lower tray passage on the front door side are connected.
[0079] Next, the rear configuration of the inner frame 13 (resin base 50 and game board 60) will be described based on Figure 3.
[0080] On the rotating base end side of the back of the resin base 50, bearing fittings 132 are arranged vertically side by side. The bearing fittings 132 have bearing portions formed spaced apart vertically, and these bearing portions allow the back pack unit 15 to rotatably attach to the inner frame 13.
[0081] Multiple locking brackets are provided on the back of the resin base 50, and the game board 60 is attached to the resin base 50 by these locking brackets. The configuration of the back of the game board 60 will now be explained.
[0082] A display control device is attached to a variable display unit 67 located in the center of the game board 60, covering the variable display unit 67 from behind (not shown in the diagram). Behind the display control device, a performance control unit 142 is mounted so as to overlap the display control device. The performance control unit 142 consists of a performance control device 143 and a mounting base 144, with the performance control device 143 mounted on the mounting base 144.
[0083] The performance control device 143 is equipped with a performance control board that controls sound, lamp displays, and display control devices according to instructions from the main control device, which will be described later. The performance control board is housed in a board box 145 made of a transparent resin material or the like.
[0084] As shown in Figure 3, a collection plate 150 is provided on the back of the game board 60, below the variable display unit 67. The collection plate 150 is equipped with a game ball collection mechanism for collecting game balls that have entered various prize slots, and a detection mechanism for detecting when game balls enter various prize slots, etc.
[0085] The game ball collection mechanism is explained as follows: The collection plate 150 is provided with collection passages that correspond individually to various ball entry points, such as the general prize entry point 61. These collection passages descend from these ball entry points along the back of the game board 60, defining the path for the game balls to fall. Each collection passage merges near the bottom of the game board 60, and all game balls that pass through the ball entry points, such as the general prize entry point 61, are collected at the bottom of the game board 60 via the collection passages. The exit of each collection passage is open downwards, and a discharge passage is provided beyond that (more specifically, below the game board 60). The game balls that have been collected at the bottom of the game board 60 via the collection passages are guided to the discharge passage. Similarly, the out exit 68 also leads to the discharge passage, and game balls that do not enter any of the prize entry points are also guided to the discharge passage via the out exit 68.
[0086] To explain the detection mechanism, the collection plate 150 is equipped with prize entry sensors (detection sensors) that correspond individually to various ball entry points such as the general prize entry point 61. These various prize entry sensors are positioned at intermediate locations in each collection passage connected to the ball entry points such as the general prize entry point 61, and detect the passage of game balls when the drop path of the game balls is defined in the collection passage. In other words, when a game ball passes through a detection area provided at an intermediate location in each collection passage, the entry of a game ball into a ball entry point such as the general prize entry point 61 is detected. The prize entry sensor is composed of, for example, a magnetic sensor that grasps the change in the magnetic field that occurs when a game ball passes through the detection area.
[0087] These various prize-winning sensors are electrically connected to a main control unit 160 (more specifically, the main control unit) located on the back side of the game board 60, and the detection signals from these prize-winning sensors are output to the main control unit. The main control unit 160 and its associated configuration will be described below.
[0088] The main control unit 160 is mounted on the game board 60 so as to cover the manifold plate 150 from the rear, and consists of a mounting base 161 made of synthetic resin and a main control unit 162 mounted on the mounting base 161. The main control unit 162 is equipped with a main control board that has a function (main control circuit) that is in charge of the main control of the game, and the main control board is housed in a board box 163 made of transparent resin material or the like.
[0089] The circuit board box 163 comprises a box base (front case) with a roughly rectangular parallelepiped shape and a box cover (back case) that covers the opening of the box base. The box base and the box cover are connected in an unopenable manner by a sealing part, thereby sealing the circuit board box 163. Multiple sealing parts are provided on the long side of the circuit board box 163, and at least one of them is used to perform the sealing process.
[0090] The sealing section can be configured in any way that makes it impossible to open the box base and the box cover, but the box base and the box cover are made impossible to open by inserting a locking claw into the elongated hole that makes up the sealing section. The sealing process by the sealing section prevents unauthorized opening after sealing, and even if unauthorized opening occurs, it is possible to detect such a situation early and easily, and it is possible to reseal the box even after it has been opened. In other words, the sealing process is performed by inserting a locking claw into at least one elongated hole among the multiple sealing sections. When the board box 163 is opened, such as when a malfunction occurs in the contained main control board or when the main control board is inspected, the connection between the sealing section in which the locking claw is inserted and the other sealing sections is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be removed. After that, when resealing the box, the locking claw is inserted into the elongated hole of the other sealing section. If a record indicating that the circuit board box 163 has been opened is left on the circuit board box 163, it will be easy to detect that unauthorized opening has occurred by looking at the circuit board box 163.
[0091] Multiple connecting pieces are provided on one of the short sides of the circuit board box 163, protruding laterally. These connecting pieces correspond one-to-one with multiple pieces to be connected formed on the mounting base 161, and a sealing process is performed between the circuit board box 163 and the mounting base 161 by the connecting pieces and the pieces to be connected.
[0092] Next, the back pack unit 15 will be described based on Figures 2 and 3.
[0093] As shown in Figure 2, the inner frame 13 is covered from the rear by the back pack unit 15. The back pack unit 15 includes a back pack 201, to which the dispensing mechanism 202, the discharge passage panel 203, and the control device manifold unit 204 are attached.
[0094] The back pack 201 is molded from a transparent synthetic resin and has a base portion 211 to which the dispensing mechanism 202 and the like are attached, as shown in Figure 3, and a protective cover portion 212 that protrudes from the rear of the pachinko machine 10 and has a roughly rectangular parallelepiped shape. The protective cover portion 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.
[0095] The base portion 211 is provided with an external output terminal 213 on its upper right side. The external output terminal 213 is equipped with various output terminals, and various signals are output to the hall computer HC (management control device) on the gaming hall side through these output terminals. The base portion 211 is also provided with a pair of upper and lower locking pins on its right end when viewed from the rear of the pachinko machine 10. By inserting the locking pins into the bearing fittings 132 (more specifically, the bearing portion) provided on the inner frame 13, the back pack unit 15 is supported so as to be rotatable relative to the inner frame 13. Furthermore, the rotating tip of the base portion 211 is provided with a fastener for fastening to a fastening hole provided on the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0096] The dispensing mechanism 202 is positioned on the base 211 so as to bypass the protective cover 212. The dispensing mechanism 202 is equipped with a tank 221 located at the top of the back pack 201 and opening upwards, into which game balls supplied from the island equipment of the gaming hall are sequentially replenished. Below the tank 221, a tank rail that slopes gently downstream is connected, and a case rail extending vertically is connected to the downstream side of the tank rail. A dispensing device 222 is provided at the downstream end of the case rail. Game balls dispensed from the dispensing device 222 are supplied to the game ball distribution section provided on the base 211 of the back pack 201 through a dispensing passage provided downstream of the dispensing device 222.
[0097] The game ball distribution unit has the function of distributing game balls dispensed from the payout device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described later. The inner opening is connected to the upper tray 33 via the upper tray passage on the main body side and the upper tray passage on the front door side, and the outer opening is connected to the lower tray 34 via the lower tray passage on the main body side and the lower tray passage on the front door side.
[0098] As shown in Figure 3, the discharge passage panel 203 and the control unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from front to back. The discharge passage panel 203 has a discharge passage formed on the side facing the control unit 204 that is open to the rear, and the opening of the discharge passage is closed by the control unit 204. The discharge passage is formed to discharge game balls to island equipment in the game hall, and game balls that are led from the above-mentioned collection passage to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.
[0099] The control unit assembly 204 has a horizontally elongated mounting base on which the payout control device 181 and the power supply and launch control device 191 are mounted. The payout control device 181 and the power supply and launch control device 191 are arranged in a front-to-back configuration, with the payout control device 181 facing the rear of the pachinko machine 10.
[0100] In the dispensing control device 181, a dispensing control board that controls the dispensing device 222 is housed in a circuit board box, and a state reset switch provided on the dispensing control board protrudes outside the circuit board box. For example, when a dispensing error occurs in the dispensing device 222, such as a ball jam, pressing the state reset switch will resolve the ball jam.
[0101] The power supply and launch control device 191 has a power supply and launch control board housed in a circuit board box. This board generates and outputs the predetermined power required by various control devices, and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41.
[0102] The power supply and launch control device 191 is equipped with a power outage monitoring unit (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of power interruptions such as power outages. This pachinko machine 10 has a function to store and retain various data, so that even if a power outage occurs, it will retain the state at the time of the power outage and will be able to return to that state when power is restored. For example, if the power is shut off in the normal procedure, such as when a gaming hall closes for the day, the state before the shutdown will be stored in memory. In addition, the power supply and launch control device 191 is equipped with a RAM erase switch. When the power is turned on while pressing the RAM erase switch, the RAM data will be initialized.
[0103] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be explained based on the block diagram in Figure 7.
[0104] The main control board 311 of the main control device 162 is equipped with an MPU 312. The MPU 312 contains a ROM 313 that stores various control programs and fixed value data executed by the MPU 312, a RAM 314 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 313, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits that act as random number generators.
[0105] RAM314 is configured to retain (back up) data using backup voltage from the power supply and launch control device 191 even after a power outage occurs. RAM314 has a backup area separate from the area for temporarily storing various data. The backup area is for storing the stack pointer, the values of each register, I / O, etc. at the time of power outage. When power is restored from a power outage, the state of the pachinko machine 10 can be restored to the state before the power outage based on the information in the backup area.
[0106] In the configuration shown in Figure 7, the ROM 313 and RAM 314 are integrated into a single chip for the MPU 312, but this is not the only option; each component may be integrated into a separate chip. This also applies to the MPUs of control devices other than the main control device 162.
[0107] The MPU312 is equipped with input and output ports. The input side of the MPU312 is connected to the payout control device 181 and the power supply and launch control device 191. Various sensors are also connected to the input side of the MPU312. These sensors include a general prize entry sensor 61a, a first prize entry sensor 62a, a second prize entry sensor 63c, a pass-through prize entry sensor 64a, and a large prize entry sensor 65c, which detect entry into the general prize entry slot 61, the first operation slot 62, the second operation slot 63, the through gate 64, and the variable prize entry device 65. Based on the detection results of these various sensors 61a, 62a, 63c, 64a, and 65c, the MPU312 performs prize entry determination (ball entry determination) for each ball entry section. Furthermore, the MPU312 performs various draws based on the winning entries into the first operating port 62, the second operating port 63, and the through gate 64.
[0108] The output side of the MPU312 is connected to the payout control device 181 and the performance control device 143, etc. The payout control device 181 outputs a prize ball command based on, for example, the result of the prize ball entry determination to the prize ball corresponding to the payout of prize balls.
[0109] The performance control device 143 outputs various commands, including a variation start command, a type command, a variation end command, an opening command, and an ending command. In this case, the command information storage area 313e of the ROM 313 is referenced when outputting these various commands. Details of these various commands will be explained later. Note that each of the above commands is composed of information of a predetermined number of bytes, and various information is included in that predetermined number of bytes.
[0110] Furthermore, various drive units, including a drive unit 63b for the regular electric prize mechanism 63a and a drive unit 65d for the variable prize winning device 65, are connected to the output side of the MPU 312. Various driver circuits are provided on the main control board 311, and the MPU 312 performs drive control of the various drive units through these driver circuits. Specifically, when a transition to the opening / closing execution mode occurs, the MPU 312 performs drive control of the drive unit 65d so that the opening / closing door 65b of the variable prize winning device 65 is driven. Also, when a transition to the support state occurs, the MPU 312 performs drive control of the drive unit 63b so that each movable piece of the regular electric prize mechanism 63a is driven. In addition, for each special symbol game round, display control of the first special symbol display unit AS or the second special symbol display unit BS in the special symbol display unit 43 is performed. Also, for regular symbol game rounds, display control of the regular symbol display unit 44 is performed.
[0111] Furthermore, the aforementioned external output terminal 213 is connected to the output side of the MPU312, and information regarding ball entry into various ball entry points and lottery results such as jackpots is output to the hall computer HC through this external output terminal 213. This allows the hall computer HC to understand the status of the pachinko machine 10.
[0112] The power supply and launch control device 191 is connected to a commercial power supply (external power supply) in, for example, a gaming arcade. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 311, the payout control device 181, etc., and supplies the generated operating power to them.
[0113] The power supply and launch control device 191 is equipped with a power outage monitoring unit 315, which monitors the stable 24-volt DC voltage output from the power supply and launch control device 191. When the output voltage from the power supply and launch control device 191 falls below 22 volts, the power outage monitoring unit 315 determines that a power outage (power interruption) has occurred and outputs a power outage signal to the NMI terminal (non-maskable interrupt terminal) provided on the MPU 312 of the main control device 162. As a result, the main control device 162 recognizes the occurrence of a power outage and immediately executes NMI interrupt processing, and further executes power outage processing based on this. Incidentally, the power supply and launch control device 191 is equipped with a power supply unit for power outages, such as a backup capacitor, and when a power outage occurs or the power to the pachinko machine 10 is turned OFF, power for memory retention is supplied from this power supply unit to the RAM 314 of the main control device 162. Furthermore, the power supply and launch control device 191 is responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 is driven when predetermined launching conditions are met.
[0114] The payout control device 181 controls the payout of prize balls and loaned balls by the payout device 222 based on prize ball commands input from the main control device 162.
[0115] The performance control device 143 controls the operation of the lamp units 26-28 and speaker unit 29 provided on the front door frame 14, and controls the display control device 350, based on various commands input from the main control device 162. The display control device 350 performs display control of the symbol display device 75 based on commands input from the performance control device 143. In this case, the performance control device 143 determines the display time for the variation of the symbols on the symbol display device 75 and the type of symbol combination to be finally displayed, as well as whether or not a reach occurs and the content of the reach performance, based on various commands input from the main control device 162.
[0116] Here, the display contents of the pattern display device 75 will be explained based on Figures 8 to 10.
[0117] As shown in Figures 8(a) to 8(j), the patterns, which are a type of design, consist of nine main patterns, each numbered from "1" to "9", and secondary patterns consisting of shell-shaped designs. More specifically, the main patterns are composed of nine character designs, such as octopuses, each numbered from "1" to "9".
[0118] As shown in Figure 9(a), the display screen G of the symbol display device 75 has three symbol rows Z1, Z2, and Z3 set up: upper, middle, and lower. Each symbol row Z1 to Z3 is composed of main symbols and sub-symbols arranged in a predetermined order. Specifically, the upper symbol row Z1 has nine types of main symbols, "1" to "9", arranged in descending numerical order, with one sub-symbol placed between each main symbol. The lower symbol row Z3 has nine types of main symbols, "1" to "9", arranged in ascending numerical order, with one sub-symbol placed between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are composed of 18 symbols each. In contrast, the middle symbol row Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with an additional main symbol "4" placed between the "9" and "1" symbols, and one sub-symbol placed between each of these main symbols. In other words, the middle symbol row Z2 consists of 10 main symbols and 20 symbols in total. On the display screen G, the symbols from each of these symbol rows Z1 to Z3 are displayed in a variable manner, scrolling in a predetermined direction with periodicity. Also, as shown in Figure 9(b), on the display screen G, three symbols are displayed stationary for each symbol row, resulting in a total of 3 x 3 = 9 symbols being displayed stationary.
[0119] Display screen G has five active lines set: left line L1, middle line L2, right line L3, downward right line L4, and upward right line L5. The display of symbols stops in the order of top symbol row Z1 → bottom symbol row Z3 → middle symbol row Z2, and when the display of symbols for all symbol rows Z1 to Z3 has finished with a combination of symbols with the same number formed on any of the active lines, a jackpot video is displayed, indicating that either a normal 4R jackpot result or a 10R probability variation jackpot result has occurred, as described later.
[0120] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) are considered "specific symbols," and when a 10R probability variation jackpot occurs, the same combination of specific symbols will be displayed. On the other hand, the main symbols with even numbers (2, 4, 6, 8) are considered "non-specific symbols," and when a regular 4R jackpot occurs, the same combination of non-specific symbols will be displayed.
[0121] Here, we will provide a supplementary explanation of the display of each symbol row by referring to Figure 10. When a game round begins, high-speed display starts for all symbol rows Z1 to Z3. In this case, it is difficult or impossible to recognize which symbol row is being displayed in a display. Subsequently, as shown in Figure 10(a), the display mode of the upper symbol row Z1 switches from high-speed display to low-speed display, which allows the player to recognize the displayed symbol. Then, as shown in Figure 10(b), the display of the upper symbol row Z1 ends, and the display mode of the lower symbol row Z3 switches from high-speed display to low-speed display. Then, as shown in Figure 10(c), the display of the lower symbol row Z3 ends. After the display of all symbol rows Z1 to Z3 has finished, a stop display period is provided during which the display remains stopped for a predetermined period.
[0122] Incidentally, in gaming machines, when the symbol display device 75 stops the symbols, it is common practice to stop the symbols in the final stopping row (the middle symbol row Z2 in this embodiment) gradually while reducing the fluctuation display speed, rather than stopping them abruptly. In this case, if the symbol display device 75 is configured to start stopping the symbols in the middle symbol row Z2 (final stopping row) in conjunction with the start of the stop display on the special symbol display unit 43, the time the symbols are stopped will be shortened because of the deceleration time required for the symbols to stop in the symbol display device 75, resulting in an effective reduction in the stop display time.
[0123] Therefore, before the start of the stop display on the special display unit 43, the symbol sequences Z1 to Z3, including the final stop sequence, are temporarily stopped, and then, in conjunction with the start of the stop display on the special display unit 43, the temporarily stopped symbols are brought to a permanent stop (confirmed display). The display manner of the symbol sequences Z1 to Z3 during temporary stop is different from that during confirmed display. For example, at least one of the symbol sequences Z1 to Z3 moves slightly back and forth, or at least a part of the characters (Figure 8), such as the octopus that make up the main or sub-symbols, moves. In other words, temporary stop is performed in such a way that the symbols appear to be stopped, but maintain an incomplete stopped state (stationary display). In contrast, confirmed display is performed in such a way that the symbols do not move back and forth or the characters do not move, resulting in a complete stopped state.
[0124] The temporary stop display for symbol sequences Z1-Z3 begins with a stop result corresponding to the win / loss lottery result or the type of jackpot, and then proceeds directly to the confirmed display. Alternatively, it may initially display a stop result that does not correspond to the win / loss lottery result or the type of jackpot, then, after a re-spin display of symbol sequences Z1-Z3, change to a stop result corresponding to the win / loss lottery result, etc., and then proceed to the confirmed display.
[0125] Incidentally, in special symbol game rounds executed by the special symbol display unit 43, the symbols are not temporarily stopped. Instead, the symbols that have been displayed in motion are abruptly stopped as the motion display time elapses, and this state (the state in which the symbols are stopped) is maintained until the confirmed display time has elapsed. In other words, the stopped symbol display on the special symbol display unit 43 becomes the confirmed display. The same applies to regular symbol game rounds executed by the regular symbol display unit 44.
[0126] Furthermore, the manner in which the symbols are displayed in the symbol display device 75 is not limited to those described above and is arbitrary. The number of symbol rows, the direction of the symbol display in each symbol row, the number of symbols in each symbol row, and the combinations of symbols corresponding to a jackpot or a miss can all be changed as appropriate.
[0127] As shown in Figure 9(b), a reserve display unit 200 is provided at the bottom of the display screen G to display a number of reserve images corresponding to the number of reserved spins in the game before execution. By looking at the reserve display unit 200, the player can recognize the number of reserved spins. The reserve display unit 200 is set up with a first reserve display area Ga corresponding to the first special symbol and a second reserve display area Gb corresponding to the second special symbol.
[0128] In the first reserve display area Ga, the unit reserve display areas Ga1 to Ga4 are arranged side by side in a left-right direction, with the same number of units as the maximum number of reserves when a game ball enters the first operation opening 62. Specifically, the maximum number of reserves when a game ball enters the first operation opening 62 is 4, and correspondingly, the first reserve display area Ga is set to have the first unit reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4.
[0129] For example, if the number of reserved balls when a game ball enters the first operating port 62 is 1, a predetermined reserved image will be displayed only in the first unit reserved display area Ga1. If the number of reserved balls when a game ball enters the first operating port 62 is 4, a predetermined reserved image will be displayed in all of the first unit reserved display areas Ga1 to the fourth unit reserved display areas Ga4.
[0130] Furthermore, in the second reserve display area Gb, the same number of unit reserve display areas Gb1 to Gb4 are arranged side by side in the left-right direction, corresponding to the maximum number of reserves when a game ball enters the second operation opening 63. Specifically, the maximum number of reserves when a game ball enters the second operation opening 63 is 4, and corresponding to this, the second reserve display area Gb is set to include the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4.
[0131] For example, if the number of reserved balls when a game ball enters the second operation opening 63 is 1, the predetermined reserved image will be displayed only in the first unit reserved display area Gb1. If the number of reserved balls when a game ball enters the second operation opening 63 is 4, the predetermined reserved image will be displayed in all of the first unit reserved display areas Gb1 to the fourth unit reserved display areas Gb4.
[0132] Furthermore, the execution display area D is set up so as to be sandwiched between the first hold display area Ga and the second hold display area Gb. The execution display area D displays a hold image corresponding to the game round that is being executed (currently being executed). For example, when a game round ends and the next game round begins, the hold image that was displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved and displayed in the execution display area D. This makes it possible for the player to recognize that the held game round is being executed.
[0133] <Configuration of the display unit 43 for special drawings> Here, the configuration of the special drawing display unit 43 will be explained with reference to Figure 11. Figure 11(a) is a front view of the special drawing display unit 43, and (b) is a longitudinal cross-sectional view of the area including the special drawing display unit 43 and its front side. The special drawing display unit 43 is provided with a first special drawing display unit AS and a second special drawing display unit BS. Since these have the same configuration, the configuration of the first special drawing display unit AS will be explained as an example.
[0134] As shown in Figure 11(a), the first special display unit AS is provided with a segment display unit 801. A display area 805 is formed on the display surface of the segment display unit 801, and seven display segments SG1 to SG7 are provided in the display area 805. Each display segment SG1 to SG7 has an individual light source made of an LED, and by controlling the on / off state of these individual light sources, it is possible to light up only one display segment or to light up multiple display segments in any combination. Since all of the individual light sources emit light of the same color, the display by the display segments SG1 to SG7 is a single color.
[0135] Each display segment SG1 to SG7 is arranged in a straight line when viewed from the front of the pachinko machine 10, and in the display area 805, these display segments SG1 to SG7 are arranged in the shape of the number "8". By controlling which of these display segments SG1 to SG7 are lit and which are turned off, it is possible to display multiple types of patterns that have different display patterns (appearances).
[0136] In the display area 805, when a prize is won in the first operating port 62, the display segments SG1 to SG7 are repeatedly lit and extinguished, and a changing pattern is displayed (variable display or switching display). After the changing pattern is displayed, the display segments SG1 to SG7 that were set to be lit remain lit for a period of time during which the resulting pattern is displayed as stopped. This notifies the result of the internal lottery conducted based on the prize being won in the first operating port 62.
[0137] In the display area 805 of the second special display unit BS, when a prize is won in the second operation opening 63, the display segments SG1 to SG7 light up and turn off to display a changing pattern, and then the resulting pattern is displayed as stopped.
[0138] In this manner, the stopped display of the symbols is performed in the display area 805 of each special symbol display unit AS, BS. This display area 805 is formed to have a smaller surface area than the display screen G of the symbol display device 75 (or the area of the display screen G that is visible from the front when viewed from the front of the pachinko machine 10). In other words, the symbols in the display area 805 are displayed in a smaller size than the symbols displayed on the symbol display device 75 and are displayed in a manner that is less conspicuous than the symbols in each symbol row Z1 to Z3.
[0139] As shown in Figure 11(b), the segment display 801 is mounted on a display board 802. The display board 802 is electrically connected to the main control unit 162 through electrical wiring, and when a drive signal is output from the main control unit 162 to the display board 802, each display segment SG1 to SG7 lights up. The display board 802 is positioned relative to the decorative member 39 on the game board 60 such that the entire display area 805 of the segment display 801 is exposed through an opening 39a provided in the decorative member 39, and is fixed from the back side of the decorative member 39.
[0140] A cover panel 803 is provided in front of the segment display unit 801, facing the display area 805. The cover panel 803 is positioned to cover the opening 39a of the decorative member 39 from the rear, and is made semi-transparent so that the display in the display area 805 can be seen from the front of the pachinko machine 10 through the glass panel 23 and the cover panel 803. Specifically, the cover panel 803 is made of black semi-transparent synthetic resin.
[0141] By making the cover panel 803 semi-transparent in this way, the display in the first special figure display unit AS can be made visible, while making the display in the first special figure display unit AS less conspicuous compared to when the cover panel 803 is colorless and transparent. This makes it possible to attract the player's attention to the display of the symbol display device 75 rather than the display in the first special figure display unit AS. However, this is not the only option, and the cover panel 803 may be made colorless and transparent, or the system may not have a cover panel 803 at all.
[0142] <Electrical configuration for performing various lottery draws using the MPU312 of the main control unit 162> The electrical configuration for performing various lotteries using the MPU 312 of the main control unit 162 will be explained with reference to Figure 12.
[0143] The MPU312 uses various counter information during gameplay to perform tasks such as the lottery for the occurrence of a jackpot, setting the display of the special symbol display unit 43, and setting the display of the normal symbol display unit 44. Specifically, as shown in Figure 12, it uses a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used to determine the type of jackpot, such as a probability variation jackpot result or a normal jackpot result, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a variation type counter CS that determines the variation display time of each special symbol display unit AS and BS in the special symbol display unit 43. Furthermore, it uses a normal symbol jackpot random number counter C3 used for the lottery to determine whether or not to put the normal electric mechanism 63a of the second operation port 63 into a support state (open state).
[0144] Each counter C1-C4, CINI, and CS is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 314a set in a predetermined area of RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS is stored in the retained ball storage area 314b, which serves as an acquired information storage means, when a prize is awarded to the first operation opening 62 or the second operation opening 63.
[0145] The reserved ball storage area 314b comprises a reserved area RE consisting of a first special feature reserved area Ra and a second special feature reserved area Rb, and an execution area AE. The reserved areas Ra and Rb each comprise a first area, a second area, a third area, and a fourth area, respectively. In accordance with the winning history at the first operation port 62 or the second operation port 63, the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS stored in the lottery counter buffer 314a is stored in one of these areas as reserved information (special information).
[0146] In this case, when multiple consecutive entries into the first or second operating port 63 occur, the numerical information is stored chronologically in the order of Area 1 → Area 2 → Area 3 → Area 4 in Areas 1 through 4. With these four areas, up to four entries in the history of game balls entering the first or second operating port 63 can be stored in reserve. In addition, the reserved ball storage area 314b is provided with a total reserved number storage area, which stores information to identify the number of entries in the history of game balls entering the first or second operating port 63 that are being stored in reserve.
[0147] The execution area AE is an area for moving the values stored in the first area of the hold area RE when the variable display of the special display unit 43 is started. At the start of each game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0148] For more details on each counter, the jackpot random number counter C1, for example, is configured to increment by 1 sequentially within the range of 0 to 2999, and then reset to 0 after reaching the maximum value (i.e., 2999). In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that point is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 2999).
[0149] The jackpot random number counter C1 is updated periodically and stored in the reserved ball storage area 314b of RAM 314 when a game ball enters the first operation opening 62 or the second operation opening 63. More specifically, when a game ball enters the first operation opening 62, it is stored in the first special symbol reserved area Ra of RAM 314, and when a game ball enters the second operation opening 63, it is stored in the second special symbol reserved area Rb of RAM 314.
[0150] The jackpot random number counter C1 is used in the win / fail lottery to determine whether or not a jackpot is hit. The random number value for a jackpot is set in the win / fail table stored in the win / fail table storage area 313a of the ROM 313. As shown in Figure 13, there are two win / fail tables: a win / fail table for the low probability mode (Figure 13(a)) and a win / fail table for the high probability mode (Figure 13(b)). In this pachinko machine 10, there are two lottery modes for the win / fail lottery: a low probability mode (low probability state) where the probability of hitting a jackpot is relatively low, and a high probability mode (high probability state) where the probability of hitting a jackpot is relatively high. When the lottery mode is the low probability mode, the win / fail table for the low probability mode is referenced, and when it is the high probability mode, the win / fail table for the high probability mode is referenced.
[0151] As shown in Figure 13(a), the win / loss table for the low probability mode has a total of 10 random numbers set, ranging from "0" to "9", that result in a jackpot. In other words, the probability of winning a jackpot in the low probability mode is set to 1 / 300.
[0152] Any random number other than the value that results in a jackpot will result in a losing result. In this embodiment, the losing results include both special losing results and normal losing results. In the win / loss table for the low probability mode described above, there are a total of 20 random number values set from "10" to "29" that result in a special losing result, and the probability of getting a special losing result is 1 / 150.
[0153] As shown in Figure 13(b), the win / loss table for high probability mode has a total of 50 random number values set from "0" to "49" that result in a jackpot. In other words, the probability of winning a jackpot in high probability mode is set to 1 / 60. The win / loss table for high probability mode does not have any special loss results, and all results other than the random number values that result in a jackpot are normal loss results.
[0154] Furthermore, the probability of winning a jackpot in each probability mode is not limited to the above and can be set arbitrarily. In other words, if the probability of winning a jackpot is higher in high probability mode than in low probability mode, the number and value of the random numbers corresponding to the jackpot are arbitrary. Similarly, the probability of a special miss result in the win / loss table for low probability mode is not limited to the above and can be set arbitrarily. In this case, the probability of a special miss result does not necessarily have to be higher than the probability of winning a jackpot; it may be the same as the probability of winning a jackpot. Alternatively, the probability of a special miss result may be lower than the probability of winning a jackpot.
[0155] The jackpot type counter C2 is used to determine the type of jackpot when one occurs. It is configured to increment by 1 in the range of 0 to 99, and then reset to 0 after reaching the maximum value (i.e., 99). The jackpot type counter C2 is updated periodically and stored in the reserved ball storage area 314b of the RAM 314 when a game ball enters the first operation opening 62 or the second operation opening 63. More specifically, it is stored in the first special symbol reserved area Ra of the RAM 314 when a game ball enters the first operation opening 62, and in the second special symbol reserved area Rb of the RAM 314 when a game ball enters the second operation opening 63.
[0156] The distribution destination of game results for the jackpot type counter C2 is stored as a jackpot type table in the type table storage area 313b of the ROM 313. As shown in Figure 14, there are two jackpot type tables: a jackpot type table for the first special symbol (Figure 14(a)) and a jackpot type table for the second special symbol (Figure 14(b)). When a jackpot is won based on a ball entering the first operation opening 62, the jackpot type table for the first special symbol is referenced, and when a jackpot is won based on a ball entering the second operation opening 63, the jackpot type table for the second special symbol is referenced.
[0157] As shown in Figure 14(a), the jackpot type table for the first special feature includes the following selectable jackpot types: 10R probability variation jackpot result, 7R probability variation jackpot result, 3R probability variation jackpot result, 7R normal jackpot result, and 3R normal jackpot result. Each of these jackpot results results in 10, 7, 3, 7, and 3 rounds of gameplay, respectively. Here, a round of gameplay is defined as the execution of variable prize-winning control at least once, which moves the variable prize-winning device 65 from a closed state to an open state and then back to a closed state. In this embodiment, the above variable prize-winning control is executed once for each round of gameplay.
[0158] The 10R, 7R, and 3R probability-changing jackpot results are jackpot results in which, after the opening / closing execution mode ends, the lottery mode is set to high probability mode, and the support mode of the normal electric mechanism 63a of the second operation port 63 is set to high-frequency support mode. In other words, when a probability-changing jackpot result occurs, the game state after the opening / closing execution mode ends is in high probability mode and high-frequency support mode (high probability game state, probability-changing game state). In this case, the high probability game state continues until the next jackpot occurs (until the next opening / closing execution mode starts). Incidentally, while the opening / closing execution mode is running, the lottery mode is set to low probability mode, and the support mode is set to low-frequency support mode.
[0159] The high-frequency support mode and the low-frequency support mode control the driving mode of the electric mechanism 63a so that, when compared under the condition that game balls are continuously launched in the same manner towards the game area PE, the frequency of winning in the second operating port 63 is relatively high or low. Specifically, in the high-frequency support mode, the frequency in which the electric mechanism 63a is in the open state is higher than in the low-frequency support mode, and the opening period in each opening is also longer than in the low-frequency support mode.
[0160] Therefore, in high-frequency support mode, the probability of a ball entering the second operating port 63 is higher than in low-frequency support mode. In other words, in low-frequency support mode, the probability of a ball entering the first operating port 62 is higher than in the second operating port 63, but in high-frequency support mode, the probability of a ball entering the second operating port 63 is higher than in the first operating port 62. When a ball enters the second operating port 63, a predetermined number of game balls are dispensed, so in high-frequency support mode, players can play while minimizing the decrease in their number of balls.
[0161] In this embodiment, two high-frequency support modes are provided: a first high-frequency support mode and a second high-frequency support mode. Of these, the mode is transitioned to when a jackpot with a guaranteed win occurs. The difference between the first high-frequency support mode and the second high-frequency support mode will be explained later.
[0162] The 7R and 3R regular jackpot results are jackpot results in which, after the opening / closing execution mode ends, the lottery mode is set to the low probability mode, and the support mode of the regular electric device 63a of the second operating port 63 is set to the first high-frequency support mode. In other words, when these regular jackpot results occur, the game state after the opening / closing execution mode ends is in the low probability mode and high-frequency support mode state (time-saving game state).
[0163] In the case of a 7R regular jackpot result or a 3R regular jackpot result, the time-saving game state continues until, for example, the number of special symbol game spins resulting in a loss (loss spins) reaches 100 spins. In this case, the number of loss spins is counted based on the special symbol game spins after the opening / closing execution mode has ended. When the number of loss spins reaches the upper limit (100 spins), the time-saving game state ends and the game transitions to the normal game state (low probability mode and low frequency support mode). If a jackpot result occurs before the upper limit is reached, the time-saving game state ends in conjunction with the transition to the opening / closing execution mode based on that jackpot result.
[0164] In the jackpot type table for the first special feature, the jackpot type counter C2 values "0" to "4" correspond to 10R probability variation jackpot results, "5" to "14" correspond to 7R probability variation jackpot results, "15" to "60" correspond to 3R probability variation jackpot results, "61" to "80" correspond to 7R normal jackpot results, and "81" to "99" correspond to 3R jackpot results. In other words, when a jackpot is won in the draw based on entry into the first operation opening 62, the probability of being allocated to a 10R probability variation jackpot result is set to 5%, the probability of being allocated to a 7R probability variation jackpot result is set to 10%, the probability of being allocated to a 3R probability variation jackpot result is set to 36%, the probability of being allocated to a 7R normal jackpot result is set to 20%, and the probability of being allocated to a 3R normal jackpot result is set to 19%.
[0165] As shown in Figure 14(b), the jackpot type table for the second special feature includes the following selectable jackpot types: 10R probability variation jackpot result, 7R probability variation jackpot result, 3R probability variation jackpot result, 10R normal jackpot results A-D, 7R normal jackpot results A-D, and 3R normal jackpot results A-D. The 10R probability variation jackpot result, 7R probability variation jackpot result, and 3R probability variation jackpot result are the same as those in the jackpot type table for the first special feature, so their explanation is omitted.
[0166] The regular jackpot results A-D for 10R, A-D for 7R, and A-D for 3R are jackpot results in which, after the opening / closing execution mode ends, the lottery mode is set to the low probability mode, and the support mode of the regular electric device 63a of the second operating port 63 is set to the first high-frequency support mode. In other words, when these regular jackpot results occur, the game state after the opening / closing execution mode ends is in the low probability mode and high-frequency support mode (time-saving game state).
[0167] 10R Regular Jackpot Results A-D result in 10 rounds of gameplay. If 10R Regular Jackpot Result A occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 3000. If 10R Regular Jackpot Result B occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 300. If 10R Regular Jackpot Result C occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 200. If 10R Regular Jackpot Result D occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 100.
[0168] 7R Regular Jackpot Results A-D result in 7 rounds of gameplay. If 7R Regular Jackpot Result A occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 3000. If 7R Regular Jackpot Result B occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 300. If 7R Regular Jackpot Result C occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 200. If 7R Regular Jackpot Result D occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 100.
[0169] 3R Regular Jackpot Results A-D result in 3 rounds of gameplay. If 3R Regular Jackpot Result A occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 3000. If 3R Regular Jackpot Result B occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 300. If 3R Regular Jackpot Result C occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 200. If 3R Regular Jackpot Result D occurs, the time-saving gameplay state continues until the number of losing spins reaches, for example, 100.
[0170] In the jackpot type table for the second special feature, the jackpot type counter C2 values from "0" to "50" correspond to 10R probability variation jackpot results, "51" to "55" correspond to 7R probability variation jackpot results, "56" to "60" correspond to 3R probability variation jackpot results, "61" corresponds to 10R normal jackpot result A, and "62" to "65", "66" to "69", and "70" to "73" correspond to 10R normal jackpot results B, 10R normal jackpot result C, and 10R normal jackpot result D, respectively. Furthermore, in the jackpot type counter C2, "74" corresponds to a 7R regular jackpot result, "75" to "78", "79" to "82", and "83" to "86" correspond to 7R regular jackpot results B, C, and D respectively, "87" corresponds to a 3R regular jackpot result, and "88" to "91", "92" to "95", and "96" to "99" correspond to 3R regular jackpot results B, C, and D respectively. In other words, when a jackpot is won in the draw based on entry into the second operation opening 63, the probability of being allocated to a 10R probability variation jackpot result is 51%, and the probability of being allocated to a 7R probability variation jackpot result or a 3R probability variation jackpot result is 5% each. Furthermore, the probability of being assigned to a 10R regular jackpot result A, a 7R regular jackpot result A, or a 3R regular jackpot result A is 1% each, while the probability of being assigned to any other regular jackpot result is 4% each.
[0171] Here, regardless of whether it is the type table of the first special display unit or the type table of the second special display unit, the probability of being allocated to a probability variation jackpot result is set to 61%, which is the same. However, when a probability variation jackpot result is selected, the type table of the second special display unit is set to 51% for a 10R jackpot result, which is higher than the 5% in the type table of the first special display unit. In other words, when a probability variation jackpot result is obtained based on a ball entering the second operation port 63, the number of rounds in the opening and closing execution mode will be greater than when a probability variation jackpot result is obtained based on a ball entering the first operation port 62, and it becomes possible to expect a larger payout of game balls. That is to say, playing by getting game balls into the second operation port 63 is more advantageous for the player than playing by getting game balls into the first operation port 62.
[0172] Thus, there is a clear difference in the advantages for the player between the first operating port 62 and the second operating port 63. Therefore, players will play the game expecting to win a prize in the second operating port 63, and consequently, players will pay more attention to the high-frequency support mode, which increases the frequency of winning in the second operating port 63.
[0173] In this embodiment, the probability of being allocated to a jackpot in the probability variation mode is the same in the type table of the first special display unit and the type table of the second special display unit, but the probabilities may be different. Specifically, the type table of the second special display unit may be configured to have a higher probability of being allocated to a jackpot in the probability variation mode than the type table of the first special display unit. Even with such a configuration, it is possible to make it more advantageous for the player to enter the second operation port 63 than to enter the first operation port 62. In this case, it is not necessarily required that the second operation port 63 be more favorable than the first operation port 62 in terms of both the number of rounds in the opening and closing execution mode and the probability of being allocated to a jackpot in probability variation mode; it is also possible to have a configuration in which only the probability of being allocated to a jackpot in probability variation mode is favorable.
[0174] The jackpot type counter C2 is also used to determine the stopping result of the symbols displayed on each special symbol display unit AS and BS when the result of the win / loss lottery based on the entry of a ball into the operating openings 62 and 63 is a jackpot. The stopping result is determined by referring to the stopping result table stored in the stopping result table storage area 313d of the ROM 313. The stopping result table has multiple data sets of stopping results (jackpot symbols displayed on each special symbol display unit AS and BS) in the case of a jackpot, corresponding to the value of the jackpot type counter C2, and when determining the stopping result, the one corresponding to the acquired jackpot type counter C2 is read from among these multiple stopping result data. Since the same jackpot type counter C2 is used for both determining the stopping result and determining the jackpot type, the jackpot symbols displayed on each special symbol display unit AS and BS correspond to the jackpot type determined at the time of the jackpot.
[0175] In this embodiment, in addition to the time-saving game state that is normally triggered by a big win result, there is a time-saving game state that is triggered by a special loss result in the win / loss lottery using the big win random number counter C1. In this case, the time-saving game state is one in which the lottery mode becomes the low probability mode and the support mode becomes the second high-frequency support mode.
[0176] Furthermore, since a special miss result is a type of miss result, the game transitions to the above-mentioned time-saving game state without going through the opening / closing execution mode. In other words, when a special miss result occurs, the game state transitions to the time-saving game state as soon as that special game round ends. In the following, when distinguishing between the time-saving game state triggered by a normal jackpot result and the time-saving game state triggered by a special miss result, the former may be referred to as the "normal time-saving game state" and the latter as the "sudden time-saving game state".
[0177] As shown in Figure 15(a), there are multiple types of special miss results. Specifically, there are three types of special miss results: Special Miss Result A to Special Miss Result C. Each of these special miss results is associated with a value in the jackpot random number counter C1. More specifically, of the values of the jackpot random number counter C1 that result in a special miss, "10" to "13" correspond to Special Miss Result A, "14" to "19" correspond to Special Miss Result B, and "20" to "29" correspond to Special Miss Result C. In other words, when a special miss result occurs, the probability of getting Special Miss Result A is set to 20%, the probability of getting Special Miss Result B is set to 30%, and the probability of getting Special Miss Result C is set to 50%.
[0178] Note that the number and values of random numbers corresponding to various special outlier results are merely examples, and the probabilities of various special outlier results and the corresponding random numbers can be set arbitrarily.
[0179] As shown in Figure 15(b), special loss result A is a special loss result that triggers a transition to sudden time-saving game state A (low probability mode and second high-frequency support mode). Sudden time-saving game state A continues until, for example, the number of losing spins since transitioning to sudden time-saving game state A reaches 200 spins.
[0180] Special miss result B is a special miss result that triggers a sudden transition to time-saving game state B (low probability mode and second high-frequency support mode). Sudden time-saving game state B continues until, for example, the number of misses since transitioning to time-saving game state B reaches 100.
[0181] Special miss result C is a special miss result that triggers a sudden transition to time-saving game state C (low probability mode and second high-frequency support mode). Sudden time-saving game state C continues until, for example, the number of misses since transitioning to time-saving game state C reaches 50.
[0182] In the sudden time-saving game states A to C, if the number of losing spins reaches the respective maximum limit, the current sudden time-saving game state ends and the game transitions to the normal game state (low probability mode and low frequency support mode). If a jackpot is achieved before reaching the respective maximum limit, the sudden time-saving game state ends in conjunction with the transition to the opening / closing execution mode based on that jackpot result.
[0183] Furthermore, in this embodiment, as shown in Figure 15(c), in addition to the normal time-saving game state and the sudden time-saving game state, there is a time-saving game state that is entered when the cumulative number of special symbol game rounds in which the win / loss result is a loss (so-called number of losing rounds) reaches a predetermined ceiling number (for example, 990 rounds). Hereinafter, this time-saving game state will be referred to as the "ceiling time-saving game state" to distinguish it from other time-saving game states.
[0184] In counting losing spins, if a jackpot is achieved before reaching the ceiling spin count, the remaining spins until the ceiling are reset to the initial value (e.g., 990 spins), and the losing spins up to that point are discarded. Also, losing spins during high-probability spin states are not included in the count. Therefore, in order to transition to the ceiling time-saving spin state, the number of losing spins since the end of the opening / closing execution mode must reach the ceiling spin count. Furthermore, if the transition to the high-probability spin state occurs after the opening / closing execution mode, the number of losing spins since the end of the high-probability spin state must reach the ceiling spin count.
[0185] The Ceiling Time-Saving Game State is a state where, similar to the Sudden Time-Saving Game State, the lottery mode becomes the low probability mode and the support mode becomes the second high-frequency support mode. Since the trigger for transitioning to the Ceiling Time-Saving Game State is a losing result, the transition to the Ceiling Time-Saving Game State is made without going through the Open / Close Execution Mode. That is, when the number of losing game spins reaches the ceiling number, the game state transitions to the Ceiling Time-Saving Game State as that special symbol game spin ends. The Ceiling Time-Saving Game State continues until, for example, the number of special symbol game spins executed since transitioning to the Ceiling Time-Saving Game State reaches 1100 spins. If a jackpot result occurs before reaching the upper limit (1100 spins), the Ceiling Time-Saving Game State ends with the transition to the Open / Close Execution Mode based on that jackpot result. When the Ceiling Time-Saving Game State ends, the game returns to the normal game state.
[0186] Returning to the explanation of Figure 12, the variation type counter CS is configured to increment by 1 sequentially within the range of 0 to 99, and then return to 0 after reaching the maximum value (i.e., 99). The variation type counter CS is used in the MPU 312 to determine the variation display time in the first special drawing display unit AS and the second special drawing display unit BS of the special drawing display unit 43.
[0187] The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The variation type counter CS is then stored in the reserved ball storage area 314b of RAM 314 when a game ball enters the first operation opening 62 or the second operation opening 63. More specifically, it is stored in the first special symbol reserved area Ra of RAM 314 when a game ball enters the first operation opening 62, and in the second special symbol reserved area Rb of RAM 314 when a game ball enters the second operation opening 63.
[0188] The allocation of the variation display time for the variation type counter CS is stored as a variation display time table in the variation display time table storage area 313c of ROM 313. Details of the variation display time table will be described later.
[0189] The random number counter C3 for winning a ball is configured to increment by 1 sequentially within the range of 0 to 99, and then reset to 0 after reaching the maximum value (i.e., 99). The random number counter C3 for winning a ball is updated periodically and stored in the random number reserve area 314c of RAM 314 when a game ball enters the through gate 64.
[0190] The random number counter C3 is used in the regular symbol win / fail lottery (support lottery) to determine whether or not a regular symbol win (support win) has occurred. If the result is a support win, a mechanism opening / closing game is executed in which the regular electric mechanism 63a is opened from the closed state and then closed at least once.
[0191] The random number value for selecting a support is set in the support lottery table stored in the success / failure table storage area 313a of the ROM 313. As shown in Figure 16, there are support lottery tables for low-frequency support mode (Figure 16(a)), support lottery table for first high-frequency support mode (Figure 16(b)), and support lottery table for second high-frequency support mode (Figure 16(c)). When selecting a support, if the support mode is low-frequency support mode, the support lottery table for low-frequency support mode is referenced; if it is first high-frequency support mode, the support lottery table for first high-frequency support mode is referenced; and if it is second high-frequency support mode, the support lottery table for second high-frequency support mode is referenced.
[0192] As shown in Figure 16(a), the support lottery table for the low-frequency support mode has a total of 50 random numbers set from "0" to "49" as the values for winning support, and the probability of winning support is 1 / 2.
[0193] As shown in Figure 16(b), the support lottery table for the first high-frequency support mode has a total of 90 values set from "0" to "89", and the probability of winning support is 9 / 10. In other words, when in the first high-frequency support mode, the lottery mode for the support lottery becomes the high-probability mode, making it easier to win support than in the low-frequency support mode.
[0194] As shown in Figure 16(c), the support lottery table for the second high-frequency support mode has a total of 50 random numbers set from "0" to "49" as the values for winning support, and the probability of winning support is 1 / 2. In other words, when in the second high-frequency support mode, the lottery mode for the support lottery is set to the low-probability mode, and the support lottery is performed with a lower probability of winning support than when in the first high-frequency support mode.
[0195] In each support mode, if the random number value is anything other than the value that results in a support win, the lottery result will be a normal miss. In this case, the mechanism opening and closing game will not be performed.
[0196] The probability of winning support in each support mode is not limited to the above and can be set arbitrarily. For example, if the probability of winning support is higher in the first high-frequency support mode than in the low-frequency support mode, the number and value of the random numbers that result in a support win can be arbitrary. In addition, in the above configuration, the probability of winning support in the second high-frequency support mode is the same as in the low-frequency support mode, but it is also possible to configure it so that the probability of winning support in the second high-frequency support mode is higher than the probability of winning support in the low-frequency support mode. In that case, the probability of winning support in the second high-frequency support mode may be the same as the probability of winning support in the first high-frequency support mode, lower than the probability of winning support in the first high-frequency support mode, or higher than the probability of winning support in the first high-frequency support mode. Alternatively, it is also possible to configure it so that the probability of winning support is equal in the low-frequency support mode, the first high-frequency support mode, and the second high-frequency support mode.
[0197] Incidentally, if the probability of winning support is equal in the low-frequency support mode and the second high-frequency support mode, as in this embodiment, that is, if there is no change in the probability of winning support between these modes, the support lottery tables for each mode may be made common, and a configuration with one lottery table may be used.
[0198] <Regarding the various processes executed by the main control unit 162> Next, we will explain the timer interrupt processing and normal processing performed by the MPU312 in the main control unit 162 to advance the game. In addition to the timer interrupt processing and normal processing, the MPU312 also performs main processing which is started when the power is turned on, and NMI interrupt processing which is started when a power failure signal is input to the NMI terminal (non-maskable terminal), but we will omit the explanation of these processes.
[0199] <Timer interrupt handling> The timer interrupt handling process will be explained with reference to the flowchart in Figure 17. This process is activated periodically (for example, every 2 msec) by the MPU312.
[0200] In step Se101, the system executes the reading process for various prize-winning sensors. Specifically, it reads the status of various prize-winning sensors connected to the main control unit 162, determines the status of the prize-winning sensor (detection information from the prize-winning sensor), and saves the detection information (prize-winning detection information). For example, if it is determined that a prize has been won in the first operating port 62, the prize-winning detection flag for the first special feature is stored in the various flag storage area 314e of the RAM 314. If it is determined that a prize has been won in the second operating port 63, the prize-winning detection flag for the second special feature is stored in the various flag storage area 314e of the RAM 314. Also, if it is determined that a game ball has passed through the through gate 64, the prize-winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.
[0201] Step Se102 updates the random number initial value counter CINI. Specifically, it increments the random number initial value counter CINI by 1 and clears it to 0 when it reaches its maximum value. Then, it stores the updated value of the random number initial value counter CINI in the corresponding buffer area of RAM314.
[0202] Step Se103 updates the jackpot random number counter C1, the jackpot type counter C2, and the regular jackpot random number counter C3. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, and the regular jackpot random number counter C3, and when their values reach their maximum, they are reset to 0. The updated values of each counter C1 to C3 are then stored in the corresponding buffer area of RAM314.
[0203] In step Se104, the entry process for the through gate 64 is executed. In the entry process for the through gate, it is determined whether or not the entry detection flag for the through gate is stored in the various flag storage area 314e of RAM 314. If the flag is stored, and provided that the number of prize item reserves stored in the regular symbol reserve area 314c is less than 4, the value of the regular symbol win random number counter C3 updated in step Se103 is stored in the regular symbol reserve area 314c. Also, if the entry detection flag for the through gate is stored in the various flag storage area 314e, the entry detection flag is cleared and the entry process for the through gate is terminated.
[0204] In step Se105, the awarding process for the awarding of
[0205] <Award processing for the operating port> The prize-winning process for the activation port of step Se105 will be explained with reference to the flowchart in Figure 18.
[0206] First, in step Se201, it is determined whether or not a game ball has entered the first operating port 62 (starting entry) based on the detection status of the entry sensor 62a for the first operating port. If it is determined that a game ball has entered the first operating port 62, in step Se202, a prize ball command is set to the payout control device 181 to dispense 3 game balls.
[0207] In step Se203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a game ball has entered the first operating opening 62. In step Se204, the value stored in the reserve number memory area of the first special symbol reserve area Ra is read, and the starting reserve memory number RaN stored in the first special symbol reserve area Ra is set (hereinafter also referred to as the first starting reserve memory number RaN). After that, in step Se205, an information acquisition process is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS, and this prize entry process is completed.
[0208] Furthermore, if a negative result is obtained in step Se201 (i.e., no winning ball has entered the first operating port 62), the process proceeds to step Se206, where it is determined whether or not a game ball has entered the second operating port 63 (start winning ball) based on the detection status of the second operating port winning sensor 63c. If it is determined that a game ball has entered the second operating port 63, a prize ball command is set in step Se207 to dispense one game ball to the payout control device 181.
[0209] In step Se208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side indicating that a game ball has entered the second operating port 63. In step Se209, the value stored in the reserve number memory area of the second special symbol reserve area Rb is read, and the start reserve memory number RbN stored in the second special symbol reserve area Rb is set (hereinafter also referred to as the second start reserve memory number RbN). After that, information acquisition processing is performed in step Se205, and this prize entry process is completed.
[0210] Furthermore, if a negative result is obtained in step Se206 (i.e., no winning entry into the second operating port 63 occurs), the main winning process is terminated.
[0211] The prize ball command set in step Se202 or step Se207 above is transmitted to the payout control device 181 during the external output processing of the normal processing described later.
[0212] Here, we will explain the information acquisition process in step Se205 with reference to the flowchart in Figure 19.
[0213] First, in step Se301, it is determined whether the number of start-up hold memories N (RaN or RbN) set in step Se204 or step Se209 described above is less than the upper limit (4 in this embodiment). If the number of start-up hold memories N is at the upper limit, this information acquisition process is terminated. If it is less than the upper limit, in step Se302, the number of start-up hold memories N for the corresponding special-drawn hold areas Ra and Rb is increased by 1. In step Se303, the value stored in the total hold memory area (hereinafter referred to as the common hold memory CRN) is increased by 1.
[0214] In step Se304, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first available memory area of the corresponding special display unit's reserve area, that is, the memory area corresponding to the number of reserves added by 1 in step Se302.
[0215] In other words, if the starting reserve memory count RaN for the first special feature is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first available memory area of the first special feature reserve area Ra, i.e., the reserve area Ra that corresponds to the starting reserve memory count RaN for the first special feature, which was incremented by 1 in step Se302 above.
[0216] Furthermore, if the starting reserve memory count RbN for the second special feature is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first available memory area of the reserve area Rb for the second special feature, that is, the reserve area Rb corresponding to the starting reserve memory count RbN for the second special feature which was incremented by 1 in step Se302 above.
[0217] In step Se305, a display update process is performed on the special symbol reserve count display unit AM of the main display unit 81. The special symbol reserve count display unit AM is capable of displaying the reserve count for the first special symbol and the reserve count for the second special symbol separately. In the display update process of step Se305, if the ball entry destination (winning destination) this time is the first operation port 62, the display of the reserve count for the first special symbol is updated, and if the ball entry destination (winning destination) this time is the second operation port 63, the display of the reserve count for the second special symbol is updated.
[0218] In step Se306, a hold command is set as the target to be transmitted to the performance control device 143. The hold command includes information indicating whether the win was triggered by the first or second special feature, and information indicating the number of holds. After the execution of step Se306, this information acquisition process is terminated.
[0219] <Normal processing> Next, the normal processing flow will be explained with reference to the flowchart in Figure 20. Normal processing is the process that begins after the main processing, which is started when the power is turned on, is executed, and the main processing for the game is performed during normal processing. In summary, the processing in steps Se401 to Se408 is executed as a periodic process with a 4 msec cycle, and the counter update processing in steps Se409 to Se411 is executed in the remaining time.
[0220] In normal processing, the first step is to perform external signal output processing in step Se401. In the external signal output processing of step Se401, output data such as timer interrupt processing or commands set in the previous normal processing is sent to each control device on the sub side. Specifically, it is determined whether or not a prize ball command is set, and if a prize ball command is set, it is sent to the payout control device 181. In addition, if performance commands such as a variation start command, type command, or variation end command are set, they are sent to the performance control device 143.
[0221] StepSe402 updates the variation type counter CS. Specifically, it increments the variation type counter CS by 1, and clears the counter value to 0 when it reaches its maximum value. Then, it stores the updated value of the variation type counter CS in the corresponding buffer area of RAM314.
[0222] Step Se403 executes special feature game round control processing to control the game in each special feature game round. This special feature game round control processing includes jackpot determination and display control of the special feature display unit 43. Step Se404 executes game state transition processing. This game state transition processing changes the game state to open / close execution mode, high probability mode, high frequency support mode, etc. Details of the special feature game round control processing in step Se403 and the game state transition processing in step Se404 will be described later.
[0223] In step Se405, a general-purpose game round control process is executed to control the game during a general-purpose game round. This general-purpose game round control process includes support lottery (general-purpose win / fail lottery) and display control of the general-purpose display unit 44. In step Se406, an electric feature support process is executed to drive and control the general-purpose electric feature 63a provided in the second operating port 63. Details of the general-purpose game round control process in step Se405 and the electric feature support process in step Se406 will be described later.
[0224] In step Se407, the game ball launch control process is executed. In the game ball launch control process, provided that a launch permission signal is input from the power supply and the launch control device 191, the solenoid of the game ball launch mechanism 110 is energized once every predetermined period (for example, 0.6 seconds). As a result, the game ball is launched toward the game area PE.
[0225] Step Se408 determines whether a power outage flag is stored in the backup area of RAM314. The power outage flag is set by the NMI interrupt handler executed when a power outage occurs, and is used by the MPU312 to detect when a power outage occurs.
[0226] If the power outage flag is not stored (i.e., no power outage has occurred), step Se409 determines whether it is time for the next normal processing to be executed, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing. If the predetermined time has not elapsed since the start of the current normal processing, step Se410 updates the random number initial value counter CINI. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding area of RAM314.
[0227] Step Se411 updates the variation type counter CS. Specifically, it increments the variation type counter CS by 1 and clears the counter values to 0 when they reach their maximum values. Then, it stores the updated values of the variation type counter CS in the corresponding area of RAM 314.
[0228] If a positive result is obtained in step Se409 (i.e., a predetermined amount of time has elapsed since the start of the current normal processing), the process returns to step Se401 and the processing from step Se401 onwards is executed.
[0229] Thus, after executing the process in step Se408, the remaining time until the next normal process is executed is used to repeatedly update the random initial value counter CINI and the variation type counter CS. Here, since the execution time of each process from step Se401 to step Se408 changes depending on the state of the game, the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random initial value counter CINI using this remaining time, the random initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be updated randomly, and similarly, the variation type counter CS can also be updated randomly.
[0230] If a positive result is obtained in step Se408 (i.e., the power outage flag is stored), the process proceeds to step Se412, where the occurrence of each interrupt process is prohibited. In step Se413, the value of the stack pointer of the MPU312 is stored in the backup area of RAM314, and in step Se414, the power outage command is set as the target to be sent to the performance control device 143. When the power outage command is sent, the performance control device 143 is notified that a power outage has occurred.
[0231] In step Se415, a RAM determination value is calculated and stored in the backup area. The RAM determination value is, for example, the checksum value at the working area address of RAM314. In step Se416, access to RAM314 is prohibited, and thereafter, an infinite loop continues until the power is completely cut off and processing can no longer be performed. Even after the power is completely cut off, power for data storage retention in RAM314 is supplied from the power supply and launch control device 191, so the information stored in RAM314 before the power was cut off is retained in its original state for a predetermined period (for example, one or two days).
[0232] <Special Game Round Control Processing> The special feature game round control process in StepSe403 will be explained with reference to the flowchart in Figure 21.
[0233] First, in step Se501, it is determined whether or not the system is in the opening / closing execution mode using the variable prize winning device 65. Specifically, it is determined whether or not the opening / closing execution mode flag is set in the various flag storage area 314e of RAM 314. The opening / closing execution mode flag is used by the MPU 312 to recognize that the opening / closing execution mode is in progress.
[0234] If the device is not in opening / closing execution mode, step Se502 determines whether the special display unit 43 is in the final display state. Specifically, it determines whether the final display flag is set in the various flag storage area 314e. The final display flag is used by the MPU 312 to determine whether the first special display unit AS or the second special display unit BS is in the final display state.
[0235] If the special display unit 43 is not displaying a fixed image, step Se503 determines whether the special display unit 43 is displaying a variable image. Specifically, it determines whether the variable display flag is set in the various flag storage area 314e. The variable display flag is used by the MPU 312 to know that the first special display unit AS or the second special display unit BS is displaying a variable image.
[0236] If the special display unit 43 is not currently displaying a variable, step Se504 determines whether the common reserve count CRN is "0". If the common reserve count CRN is "0", it means that the start reserve memory counts RaN and RbN are "0" for both the first operation port 62 and the second operation port 63. Therefore, if the common reserve count CRN is "0", there is no reserve information to be executed, and the special game round control process ends there.
[0237] If the common reserve count CRN is not "0", step Se505 executes a data setting process to set the data stored in the first special feature reserve area Ra or the second special feature reserve area Rb for variable display, and then step Se506 executes a variable start process to start the variable display in the special feature display unit 43, after which this game round control process ends.
[0238] The data setting process in step Se505 and the variation start process in step Se506 will be explained in detail below.
[0239] First, the data setting process will be explained with reference to the flowchart in Figure 22.
[0240] First, in step Se601, it is determined whether the second start-up reserve memory count RbN, which is stored in the second special-feature reserve area Rb, is "0". If the second start-up reserve memory count RbN is "0", the data setting process for the first special-feature (first operation port 62) in steps Se602 to Se608 is executed. If the second start-up reserve memory count RbN is not "0", the data setting process for the second special-feature (second operation port 63) in steps Se609 to Se615 is executed.
[0241] As already explained, data setting processing is performed when the common hold number CRN is 1 or greater. The situation in which data setting processing is performed means that at least one of the first start hold memory number RaN and the second start hold memory number RbN is 1 or greater. In this case, the data setting processing first determines whether the second start hold memory number RbN is "0" or not, and is configured to execute processing related to the hold information for the first special feature on the condition that the second start hold memory number RbN is "0", that is, that there is no hold information for the second special feature. For this reason, if hold information is stored in both the first special feature hold area Ra and the second special feature hold area Rb, the hold information for the second special feature (second operation port 63) stored in the second special feature hold area Rb will be processed preferentially.
[0242] In the data setting process for the first special feature, first in step Se602, the first start hold memory count RaN of the first special feature hold area Ra is deducted by 1. In step Se603, the common hold count CRN is deducted by 1. In step Se604, the data stored in the first area of the first special feature hold area Ra is moved to the execution area AE.
[0243] Step Se605 executes a process to shift the data (holding information such as the jackpot random number counter C1) stored in the memory area of the first special feature holding area Ra. This process clears the data in the first area and sequentially moves the data from the second to fourth areas to the lower areas.
[0244] In step Se606, it is determined whether the second special feature flag is stored in the various flag storage area 314e of RAM314. The second special feature flag is used by the MPU312 to recognize that there is pending information for the second operation port 63. If the second special feature flag is stored, it is cleared in step Se607.
[0245] After step Se607 is executed, or if a negative determination is made in step Se606 (i.e., the second special feature flag is not stored), the process proceeds to step Se608, where a shift command (shift occurrence information) is set to notify the performance control device 143 that a data shift has occurred in the reserved area. In this case, a shift command containing information that the reserved area targeted for this data shift corresponds to the first special feature reserved area Ra, i.e., the first operation port 62, is selected from the command information storage area 313e of the ROM 313, and this selected shift command is set as the command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0246] The shift command set in step Se608 is sent to the performance control device 143 in step Se401 of the normal processing (Figure 20). Based on the received shift command, the performance control device 143 performs processing to change the display in the first hold display area Ga of the symbol display device 75 in accordance with the decrease in the number of hold items.
[0247] In the data setting process for the second special feature, first in step Se609, the second start hold memory count RbN of the second special feature hold area Rb is deducted by 1. In step Se610, the common hold count CRN is deducted by 1. In step Se611, the data stored in the first area of the second special feature hold area Rb is moved to the execution area AE.
[0248] In step Se612, a process is executed to shift the data (holding information such as the jackpot random number counter C1) stored in the memory area Rb for the second special symbol. In step Se613, it is determined whether or not the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, the second special symbol flag is set in step Se614.
[0249] After step Se614 is executed or a positive result is obtained in step Se613 (if the second special feature flag is stored), the process proceeds to step Se615, where a shift command (shift occurrence information) is set to allow the sub-control device, the performance control device 143, to recognize that a data shift has occurred in the reserved area. In this case, a shift command containing information that the reserved area targeted for this data shift corresponds to the second special feature reserved area Rb, i.e., the second operation port 63, is selected from the command information storage area 313e of the ROM 313, and this selected shift command is set as the command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0250] The shift command set in step Se615 is sent to the performance control device 143 in step Se401 of the normal processing (Figure 20). Based on the received shift command, the performance control device 143 performs processing to change the display in the second hold display area Gb of the symbol display device 75 in accordance with the decrease in the number of hold items.
[0251] Next, the process for initiating the change will be explained with reference to the flowchart in Figure 23.
[0252] First, in step Se701, a win / loss determination is made by referring to the win / loss table corresponding to the current game state. Specifically, if the current lottery mode is low probability mode, a win / loss determination is made by referring to the win / loss table for low probability mode (Figure 13(a)), and if the current lottery mode is high probability mode, a win / loss determination is made by referring to the win / loss table for high probability mode (Figure 13(b)). In this step, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as the random number for jackpots in the win / loss table being referenced.
[0253] In step Se702, it is determined whether the result of the win / fail judgment in step Se701 is a jackpot win. If it is a jackpot win, in step Se703, the jackpot type determination (jackpot type lottery) is performed by referring to the corresponding jackpot type table. Specifically, if the current jackpot result is a jackpot result from the win / fail lottery of the first special symbol, the type determination is performed by referring to the jackpot type table for the first special symbol (Figure 14(a)), and if the current jackpot result is a jackpot result from the win / fail lottery of the second special symbol, the type determination is performed by referring to the jackpot type table for the second special symbol (Figure 14(b)). For example, in the case of a type determination by referring to the jackpot type table for the first special symbol, it is determined which numerical range the value of the jackpot type counter C2 stored in the execution area AE belongs to: 10R probability variation jackpot result, 7R probability variation jackpot result, 3R probability variation jackpot result, 7R normal jackpot result, or 3R normal jackpot result.
[0254] In step Se704, the jackpot type flag corresponding to the jackpot type selected by the type determination in step Se703 is set in the various flag storage area 314e of RAM 314. For example, if the selected jackpot type is a 10R probability variation jackpot result, the 10R probability variation jackpot flag is set.
[0255] In step Se705, the stop result for a jackpot (jackpot symbol) is set by referring to the jackpot stop result table stored in the stop result table storage area 313d of the ROM 313. The jackpot stop result table will be explained here with reference to Figures 24 and 25(a).
[0256] Two stop result tables for jackpots are set up: the jackpot-specific first special symbol stop result table (Figure 25(a)) and the jackpot-specific second special symbol stop result table (Figure 24). The jackpot-specific first special symbol stop result table is referenced when a jackpot is won in the win / loss lottery based on a ball entering the first operation port 62, and corresponds to the first special symbol. On the other hand, the jackpot-specific second special symbol stop result table is referenced when a jackpot is won in the win / loss lottery based on a ball entering the second operation port 63, and corresponds to the second special symbol.
[0257] First, let's explain the second special symbol stop result table for big wins. As shown in Figure 24, the second special symbol stop result table for big wins stores multiple stop result data for the second special symbol stop result for big wins. Specifically, it stores 15 types of stop result data consisting of stop results SD0 to SD14. Each of these stop results SD0 to SD14 is associated with a value of the big win type counter C2. For example, stop result SD0 is assigned a value of "0" to "50" in the big win type counter C2.
[0258] Here, in the jackpot type table for the second special symbol used for the jackpot type lottery (Figure 14(b)), 10R probability variation jackpot results are assigned to the jackpot type counter C2 from "0" to "50". Since the same jackpot type counter C2 (acquired random number) obtained at the same time is used for the lottery of jackpot symbols referring to the stop result table and the lottery of jackpot types referring to the jackpot type table, if a 10R probability variation jackpot result is selected as the jackpot type, stop result SD0 will be selected as the jackpot symbol. For this reason, stop result SD0 can function as a stop result corresponding to a 10R probability variation jackpot result.
[0259] As shown in Figure 24, in the second special symbol stop result table for big wins, the values of the big win type counter C2 are associated with the stop results SD1 to SD14, other than stop result SD0, so that they correspond to the 7R probability variation big win result, the 3R probability variation big win result, the 10R normal big win results A to D, the 7R normal big win results A to D, and the 3R normal big win results A to D, respectively.
[0260] As already mentioned, the second special display unit BS is provided with multiple display segments SG1 to SG7 as means for displaying the stop result, and the stop result data is information indicating which of these display segments SG1 to SG7 should be lit and which should be turned off. The images shown in the "Result Display" column of Figure 24 represent the images displayed according to each stop result data.
[0261] For example, when the value of the jackpot type counter C2 is "0", the stop result data corresponding to stop result SD0 is such that display segments SG1, SG6, and SG7 are lit, while display segments SG2 to SG5 are turned off. Therefore, when stop result SD0 is set as the stop result, a symbol resembling the number "7" is displayed in the second special display unit BS.
[0262] Each stop result data corresponding to stop results SD0 to SD14 has a different combination of display segments to be lit and display segments to be turned off, resulting in a unique pattern being displayed for each stop result. For all of the jackpot stop results SD0 to SD14, two or more of the seven display segments SG1 to SG7 arranged on the segment display unit 801 are set to be lit to display a pattern (jackpot symbol).
[0263] Note that in Figure 24, the "Result Display" and "Winning Type" fields are included to make it easier to understand what kind of image is displayed for each stop result and which type of jackpot each stop result (each jackpot symbol) is paired with; however, these are not stored in the stop result table.
[0264] As shown in Figure 25(a), the first special symbol stop result table for jackpots stores multiple stop result data for the first special symbol stop result for jackpots. Specifically, it stores five types of stop result data consisting of stop results SD0 to SD2, SD10, and SD14. In these cases as well, the value of the jackpot type counter C2 is assigned to correspond to the 10R probability variation jackpot result, 7R probability variation jackpot result, 3R probability variation jackpot result, 7R normal jackpot result, and 3R normal jackpot result set in the jackpot type table for the first special symbol (Figure 14(a)).
[0265] In this embodiment, the jackpot symbols for the first special display and the jackpot symbols for the second special display share stop result data. For example, when a 10R probability variation jackpot result is selected as the jackpot type, stop result SD0 is selected in both the first and second special displays, and a symbol similar to the number "7" is displayed. However, this is not the only possible configuration, and for example, when a 10R probability variation jackpot result is selected as the jackpot type, the symbols displayed in the first and second special displays may be different, or different stop results may be set.
[0266] Returning to the explanation of the variation start process (Figure 23), in step Se705, it is determined whether the current jackpot was caused by the first special symbol or the second special symbol's win / loss lottery, and the stop result table corresponding to that determination is referenced. Then, the stop result corresponding to the jackpot type counter C2 stored in the execution area AE is read from the referenced stop result table and set as the stop result for the current game round.
[0267] If the result of step Se702 is negative (i.e., not a jackpot), the process proceeds to step Se706 to determine whether the result of the win / loss determination in step Se701 is a special loss. If it is a special loss, in step Se707, a special loss type flag corresponding to the type of special loss is set in the various flag storage area 314e. For example, if the type of special loss is special loss A, the special loss A flag is set.
[0268] In step Se708, the special miss stop result (special miss symbol) is set by referring to the special miss stop result table stored in the stop result table storage area 313d. The special miss stop result table will now be explained with reference to Figure 25(b).
[0269] The stop result table for special misses stores multiple stop result data for special misses, specifically three types of stop result data consisting of stop result SD15 to SD17. Each of these stop result SD15 to SD17 is associated with a value of the jackpot random number counter C1. For example, stop result SD15 is assigned a value of "10" to "13" from the jackpot random number counter C1.
[0270] Here, in the special miss type table (Figure 15(a)) used for the special miss type lottery, special miss result A is assigned to the jackpot random number C1 from "10" to "13". Therefore, when the result of the win / loss lottery is a special miss result and special miss result A is obtained, stop result SD15 will be selected as the special miss symbol, and stop result SD15 will function as a stop result corresponding to special miss result A.
[0271] As shown in Figure 25(b), in the stop result table for special misses, the value of the jackpot random number counter C1 is associated with the other stop results SD16 and SD17, respectively, so that they correspond to the stop results of special misses B and special misses C.
[0272] Each stop result data corresponding to stop results SD15 to SD17 differs not only in the combination of display segments to be lit and display segments to be turned off between those stop results, but also in the combination of the above for each of the jackpot stop results SD0 to SD14. Therefore, the appearance (pattern) when displayed for stop results SD15 to SD17 is different from each other, and the patterns do not overlap even in relation to the jackpot stop results SD0 to SD14. For all of the special miss stop results SD15 to SD17, two or more display segments out of the seven display segments SG1 to SG7 arranged on the segment display unit 801 are lit up to display a pattern (special miss pattern).
[0273] In this embodiment, a special losing result is possible in both the winning / losing lottery for the first special symbol and the winning / losing lottery for the second special symbol. However, the same stop result table is used whether the special losing result occurs in the former lottery or in the latter lottery. That is, the same special losing symbol is displayed whether the special losing result occurs due to a win in the first operating port 62 or due to a win in the second operating port 63.
[0274] However, the system is not limited to this, and separate stop result tables for special misses corresponding to the first special symbol and for special misses corresponding to the second special symbol may be provided, and different stop result tables may be referenced depending on whether the special miss result is due to a win in the first operating port 62 or a win in the second operating port 63. In this case, the same special miss symbol may be displayed in both cases, or different special miss symbols may be displayed.
[0275] Returning to the explanation of the variation start process (Figure 23), in step Se708, the stop result corresponding to the jackpot random number counter C1 stored in the execution area AE is read from the special miss stop result table and set as the stop result for this game round.
[0276] If a negative result is obtained in step Se706 (i.e., it is not a special miss result), it means that the result of this hit / miss determination is a normal miss result. In this case, the process proceeds to step Se709, where the normal miss stop result table stored in the stop result table storage area 313d is referenced to set the normal miss stop result (normal miss symbol). The normal miss stop result table will now be explained with reference to Figure 26.
[0277] For normal misses, there are two stop result tables: the first special symbol stop result table for normal misses (Figure 26(b)) and the second special symbol stop result table for normal misses (Figure 26(a)). The first special symbol stop result table for normal misses is referenced when the draw for winning based on entry into the first operation port 62 results in a normal miss, and the second special symbol stop result table for normal misses is referenced when the draw for winning based on entry into the second operation port 63 results in a normal miss.
[0278] First, let's explain the second special symbol stop result table for normal misses. As shown in Figure 26(a), the second special symbol stop result table for normal misses stores multiple stop result data for normal misses, specifically two types of stop result data consisting of stop result SD18 and SD19.
[0279] Each stop result data corresponding to stop results SD18 and SD19 differs not only in the combination of display segments to be lit and display segments to be turned off between those stop results, but also in the combination of the above for each of the stop results SD0 to SD17 for jackpots and special misses. As a result, the appearance (patterns) of stop results SD18 and SD19 when displayed are different from each other, and the patterns do not overlap with the other stop results SD0 to SD17.
[0280] Stop result SD18 is one in which only the central display segment SG3 among the multiple display segments SG1 to SG7 is lit. In other words, the image is displayed by the lighting of only one display segment, resulting in a simple appearance. Therefore, it is easy to distinguish from the stop results SD0 to SD14 for big wins and the stop results SD15 to SD17 for special misses, which have a more complex appearance with two or more display segments lit. On the other hand, stop result SD19 displays an image with two or more display segments lit, making it difficult to distinguish from the above stop results. In other words, stop result SD18 is easy to identify as a normal miss, while stop result SD19 is difficult to identify as a normal miss.
[0281] Here, the stop result SD19 is set so that at least one of the illuminated display segments overlaps with the stop result SD17, which has the highest selection probability among the stop results SD15 to SD17 corresponding to special miss results. That is, in stop result SD17, display segments SG2, SG3, and SG4 are illuminated and the other display segments are turned off (Figure 25(b)), while in stop result SD19, the stop result data is set so that display segments SG1, SG2, and SG4 are illuminated and the other display segments are turned off.
[0282] In other words, the display segments SG2 and SG4 that light up are the same for stop result SD19, which corresponds to a normal miss, and stop result SD17, which corresponds to a special miss. Therefore, the image for stop result SD19 is similar to the image that is most likely to be displayed among the three types of images that correspond to special misses.
[0283] In the second special symbol stop result table for normal misses, the value of the jackpot random number counter C1 is associated with stop results SD18 and SD19, respectively. Specifically, the range of "30" to "2977" of the jackpot random number counter C1 corresponds to stop result SD18, and the range of "2978" to "2999" of the jackpot random number counter C1 corresponds to stop result SD19. In other words, the range of the jackpot random number counter C1 corresponding to stop result SD19 is narrower than the range of the jackpot random number counter C1 corresponding to stop result SD18, and the probability of selecting stop result SD19 is kept lower than the probability of selecting stop result SD18.
[0284] As shown in Figure 26(b), the first special symbol stop result table for normal misses stores one type of stop result data consisting of stop result SD18 as the stop result for normal misses. In other words, if the first special symbol win / loss lottery results in a normal miss, the system is set to select stop result SD18 regardless of the value of the jackpot random number counter C1 at that time.
[0285] Returning to the explanation of the variation start process (Figure 23), in step Se709, it is determined whether the current normal loss result was due to the first special symbol or the second special symbol's win / loss lottery, and the stop result table corresponding to that determination is referenced. Then, the stop result corresponding to the jackpot random number counter C1 stored in the execution area AE is read from the referenced stop result table and set as the stop result for this game round.
[0286] After step Se705, step Se708, or step Se709 is executed, step Se710 executes a high-frequency support mode update process to update the number of special game rounds in high-frequency support mode. Step Se711 executes a process to determine whether or not a trigger for transitioning to the ceiling time-saving game state has been established. Step Se712 executes a process to determine whether or not a trigger for transitioning to the sudden time-saving game state has been established. Step Se713 executes a process to set the display time of the variation by drawing a variation pattern. Details of steps Se710 to Se713 will be described later.
[0287] In step Se714, the variable display flag is set in the various flag storage area 314e. The variable display flag is used by the MPU 312 to recognize that a variable display is currently being shown for the special game round.
[0288] In step Se715, the start-of-variation command and the type command are set as targets to be transmitted to the performance control device 143. The start-of-variation command contains information about the variation pattern, with different variation patterns set for each game state, and also different variation patterns set depending on whether it is a jackpot or a miss. Therefore, by analyzing the variation pattern from the start-of-variation command, the performance control device 143 can grasp not only information about the variation display time, but also whether there is a jackpot and the current game state. The type command contains information about the jackpot type and the special miss type. The type command is set when the result of the win / loss judgment is a jackpot or a special miss.
[0289] In step Se716, the display of the special symbol display unit 43 is started. At this time, if the current special symbol game round is based on a win in the first operation opening 62, the symbols on the first special symbol display unit AS are displayed in a variable manner, and if it is based on a win in the second operation opening 63, the symbols on the second special symbol display unit BS are displayed in a variable manner. After the execution of step Se716, the variation start process is terminated.
[0290] Returning to the explanation of the special feature game round control process (Figure 21), after the execution of step Se506, the special feature game round control process is terminated. Also, if a positive determination is made in step Se501 (in open / close execution mode), the special feature game round control process is terminated without executing the processes from step Se502 onwards. In other words, if in open / close execution mode, even if there is pending information, no fluctuation display is performed on the special feature display unit 43.
[0291] If a positive result is obtained in step Se503 (i.e., the special feature display unit 43 is in the process of displaying a variable light), the process proceeds to step Se507 to determine whether the variable light display time for the current special feature game round has elapsed. If the variable light display time has not elapsed, the variable light display processing is executed in step Se508. In the variable light display processing, the special feature display unit for the current game round is controlled to light up and extinguish each display segment in a predetermined order (each display segment is controlled to emit light). After the execution of step Se508, the special feature game round control processing is terminated.
[0292] If a positive result is obtained in step Se507 (i.e., the variation display time has elapsed), the process proceeds to step Se509, where the variation display flags set in the various flag storage area 314e are cleared. In the following step Se510, a process for ending the high-frequency support mode is executed to terminate the high-frequency support mode. In step Se511, a process for transitioning to the time-saving game state is executed. The process for transitioning to the time-saving game state is used to suddenly change the game state to the time-saving game state or the ceiling time-saving game state. Details of steps Se510 and Se511 will be described later.
[0293] In step Se512, the process for starting the confirmation display is executed, and then the special symbol game round control process is terminated. In the process for starting the confirmation display, the special symbol display unit 43 is controlled to display the stopped symbols based on the stop result set in step Se705, step Se708, or step Se709. Step Se512 also sets the confirmation display time for which the above stop display will continue.
[0294] If a positive result is obtained in step Se502 (i.e., the special symbol display unit 43 is showing a confirmed result), the process proceeds to step Se513 to execute the process for ending the confirmed result display. In the process for ending the confirmed result display, it is determined whether the confirmed result display time set in step Se512 has elapsed, and if it has, the special symbol display unit 43 is controlled to end the display of the stopped symbols. If there is no further pending information when the confirmed result display time has elapsed, the display is controlled to continue until a winning combination is entered into the operation openings 62 and 63. After step Se513 is completed, the special symbol game play control process is terminated.
[0295] <Game state transition process> The game state transition process in Step Se404 (Figure 20) will be explained with reference to the flowchart in Figure 27.
[0296] First, in step Se901, it is determined whether or not the system is in opening / closing execution mode. If it is not in opening / closing execution mode, the system proceeds to step Se902, where it is determined whether or not the special feature game round has ended (whether or not the confirmation display on the special feature display unit 43 has ended). If it is not the end of the special feature game round, the game state transition process ends immediately.
[0297] If it is the end of a special feature game round, step Se903 determines whether the result of this special feature game round corresponds to a transition to the open / close execution mode, that is, whether the result of the win / loss judgment is a jackpot. In this step, the determination of whether it is a jackpot is made by checking whether the jackpot type flag (step Se704) is stored in the various flag storage area 314e of RAM314. If the result of this special feature game round does not correspond to a transition to the open / close execution mode, the game state transition process is terminated as is.
[0298] If a positive result is obtained in step Se903 (i.e., the result of this special game round corresponds to a transition to the opening / closing execution mode), the process proceeds to step Se904, and the opening / closing execution mode start process is executed. In this start process, the opening / closing execution mode flag is set in the various flag storage area 314e. An opening period is also set to wait for the start of the first round with the variable prize winning device 65 in the closed state. Furthermore, if the high probability flag and various support flags described later are set in the various flag storage area 314e, these flags are cleared.
[0299] Step Se905 executes the process to start the round display in order to notify the number of rounds in the opening / closing execution mode. In this step, the type of jackpot is determined based on the type flags stored in the various flag storage area 314e, and the round display unit is controlled so that the number of rounds corresponding to that jackpot type is displayed. The display of the number of rounds on the round display unit continues until the opening / closing execution mode ends.
[0300] In step Se906, the corresponding number of rounds is set. Specifically, the number of rounds corresponding to the type of jackpot identified in step Se905 is determined, and the value corresponding to that number of rounds is set in the round counter area RC1 located in the various counter areas 314d of RAM314. For example, if the type of jackpot this time is a 10R probability variation jackpot result, "10" is set in the round counter area RC1, and if it is a 7R probability variation jackpot result, "7" is set in the round counter area RC1.
[0301] In step Se907, an opening command is set to notify the performance control device 143 of the start of the opening and the opening period. This set opening command is sent to the performance control device 143 in step Se401 of the normal processing (Figure 20).
[0302] In step Se908, the game state transition process is terminated after the external signal setting process is executed. In the external signal setting process, the output terminal for the jackpot signal provided on the external output terminal 213 is set to output state. As a result, if the output terminal for the jackpot signal is connected to the management control device on the game hall side, a jackpot signal is output to the management control device, and the management control device can determine that a jackpot has occurred in the pachinko machine 10.
[0303] If a positive result is obtained in step Se901 (i.e., the system is in opening / closing execution mode), the process proceeds to step Se909 to determine whether the opening period has elapsed. If the opening period has not elapsed, the game state transition process ends. If the opening period has elapsed, the big prize opening / closing process is executed in step Se910.
[0304] Here, we will explain the opening and closing process of the grand prize slot, referring to the flowchart in Figure 28.
[0305] First, in step Se1001, it is determined whether or not the large prize opening 65a is open. This determination is made based on the drive state of the drive unit 65d. If the large prize opening 65a is not open, in step Se1002, it is determined whether or not the value of the round counter area RC1 is "0". If the value of the round counter area RC1 is not "0", that is, if there is a round game to be played, in step Se1003, it is determined whether or not the value of the timer area T1 provided in the various counter areas 344b of RAM 314 is "0". This process determines whether or not the waiting period between rounds (round interval period) has elapsed.
[0306] If the value in Timer Area T1 is "0", the process proceeds to step Se1004, where "15000" is set in Timer Area T1 as the value corresponding to the upper limit opening time (30 sec) of the variable prize device 65 during one round of play. The value set here is decremented by 1 each time the timer interrupt process (Figure 17) is activated. In step Se1005, "10" is set in the prize counter area PC1 provided in the various counter areas 344b as the value corresponding to the upper limit number of prizes (10) that can be awarded to the variable prize device 65 during one round of play.
[0307] In step Se1006, the drive unit 65d is driven to open the large prize opening 65a. In step Se1007, an open command is set to notify the performance control device 143 that the opening of the large prize opening 65a (variable prize device 65) has begun, and then the opening and closing process of this large prize opening is terminated. This set open command is sent to the performance control device 143 in step Se401 of the normal process (Figure 20).
[0308] If a positive result is obtained in step Se1002 (the value of round counter area RC1 is "0"), or if a negative result is obtained in step Se1003 (the value of timer area T1 is not "0"), the main prize gate opening and closing process is terminated.
[0309] If a positive result is obtained in step Se1001 (i.e., the large prize slot 65a is open), the process proceeds to step Se1008, where it is determined whether the value in timer area T1 is "0". This process determines whether the upper limit opening time of the variable prize device 65, set in step Se1004, has elapsed.
[0310] If the value in timer area T1 is not "0", the process proceeds to step Se1009, where it is determined whether or not a prize has been won in the main prize slot 65a based on the detection status of the main prize slot sensor 65c. If no prize has been won, the main prize slot opening and closing process is terminated. On the other hand, if a prize has been won, the value in prize counter area PC1 is deducted by 1 in step Se1010, and then it is determined in step Se1011 whether or not the value in prize counter area PC1 is "0". If the value in prize counter area PC1 is not "0", the main prize slot opening and closing process is terminated.
[0311] If a positive result is obtained in step Se1008 (when the value of timer area T1 is "0") or in step Se1011 (when the value of prize counter area PC1 is "0"), the process proceeds to step Se1012, where the drive unit 65d is switched to a non-drive state and the large prize opening 65a is closed. In step Se1013, the value of round counter area RC1 is deducted by 1, and in step Se1014, it is determined whether or not the value of round counter area RC1 is "0".
[0312] If the value in the round counter area RC1 is not "0", that is, if there are remaining rounds of gameplay, the process proceeds to step Se1015, and "1000" is set in the timer area T1 as the value corresponding to the period (2 seconds) during which the variable prize winning device 65 is kept closed while waiting for the start of the next round of gameplay.
[0313] In step Se1016, a closing command is set to notify the performance control device 143 that the variable prize winning device 65 has been closed (the round game has ended), and then the main prize winning opening and closing process is terminated. The set closing command is sent to the performance control device 143 in step Se401 of the normal process (Figure 20).
[0314] If a positive result is obtained in step Se1014 (i.e., the value of the round counter area RC1 is "0"), that is, if the final round of the opening / closing execution mode has ended, the process proceeds to step Se1017 to execute the ending start process. In this start process, an ending period is set in which the variable prize device 65 is kept in the closed state and the system waits for the start of the next game round (the first game round after the opening / closing execution mode has ended). In step Se1018, an ending command is set to notify the performance control device 143 of the start of the ending and the ending period, and then the main prize opening / closing process is terminated. The set ending command is sent to the performance control device 143 in step Se401 of the normal process (Figure 20).
[0315] Returning to the explanation of the game state transition process (Figure 27), after executing the opening and closing process of the big prize slot in step Se910, it is determined in step Se911 whether the value of the round counter area RC1 is "0". If the value of the round counter area RC1 is not "0", the game state transition process is terminated as is in order to continue the opening and closing execution mode.
[0316] If the value of the round counter area RC1 is "0", proceed to step Se912 to determine whether the ending has finished (whether the ending period has elapsed). If the ending has not finished, terminate the game state transition process to continue the ending. On the other hand, if the ending has finished, proceed to step Se913 to execute the transition process at the end of the open / close execution mode.
[0317] Here, we will explain the transition process at the end of the opening / closing execution mode, referring to the flowchart in Figure 29.
[0318] First, in step Se1101, the system checks the jackpot type flags set in the various flag storage area 314e of RAM 314 to determine whether the current jackpot is a probability variation jackpot. If it is a probability variation jackpot, in step Se1102, the high probability flag is set in the aforementioned various flag storage area 314e. This causes the lottery mode to switch to the high probability mode.
[0319] In step Se1103, the Support A flag is set in the various flag storage area 314e. The Support A flag corresponds to the first high-frequency support mode. When the Support A flag is set, the internal state corresponds to the first high-frequency support mode.
[0320] In step Se1104, a high probability start command is set as the target to be sent to the performance control device 143, and then the transition process at the end of the opening / closing execution mode is terminated. The high probability start command set in step Se1104 is sent to the performance control device 143 in step Se401 of the normal process (Figure 20). When the high probability start command is sent, the performance control device 143 is notified of the transition to the high probability game state (high probability mode and first high frequency support mode).
[0321] If a negative result is determined in step Se1101 (i.e., the current jackpot result is a normal jackpot result), the process proceeds to step Se1105, and the support A flag is set in the various flag storage area 314e. This transitions the game to the normal time-saving game state.
[0322] The Support A flag has 17 different flags, from Support A1 to Support A17, corresponding to the 17 types of normal jackpot results: two types corresponding to the 7R normal jackpot result and 3R normal jackpot result corresponding to the 1st special symbol, and 15 types corresponding to the 10R normal jackpot result A to 3R normal jackpot result D corresponding to the 2nd special symbol. For example, if the normal jackpot result this time is the 7R normal jackpot result of the 1st special symbol, the Support A1 flag will be set as the Support A flag.
[0323] In step Se1106, the upper limit number of rounds corresponding to the current jackpot result is set. For example, if the current jackpot result is a 10R normal jackpot result A, then "3000" is set in the support counter area SC provided in the various counter areas 314d of RAM314; if it is a 10R normal jackpot result B, then "300" is set in the support counter area SC; if it is a 10R normal jackpot result C, then "200" is set in the support counter area SC; and if it is a 10R normal jackpot result D, then "100" is set in the support counter area SC. The support counter area SC is used by the MPU312 to keep track of the remaining rounds in high-frequency support mode (the remaining number of special symbol game rounds in which high-frequency support mode can be maintained), and it is deducted by 1 each time a special symbol game round is played while in high-frequency support mode.
[0324] In step Se1107, the normal time-saving start command is set as the target to be sent to the performance control device 143, and then the transition process at the end of the opening / closing execution mode is terminated. The normal time-saving start command set in step Se1107 is sent to the performance control device 143 in step Se401 of the normal process (Figure 20). When the normal time-saving start command is sent, the performance control device 143 is notified of the transition to the normal time-saving game state (low probability mode and first high-frequency support mode). The normal time-saving start command includes information indicating the type of normal time-saving game state to be transitioned to, as well as information indicating the upper limit of the number of times it can be performed.
[0325] Returning to the explanation of the game state transition process (Figure 27), after the transition process at the end of the opening / closing execution mode in step Se913 is completed, the round display termination process is executed in step Se914. In this process, the round display unit in the special display unit 43 is controlled so that the round display unit is turned off.
[0326] In step Se915, the termination process for the opening / closing execution mode is executed, and then the game state transition process is terminated. In the termination process for the opening / closing execution mode, the type flag and the opening / closing execution mode flag stored in the various flag storage area 314e are deleted.
[0327] Next, we will explain the process for updating the high-frequency support mode in step Se710, the process for determining the transition to the ceiling time-saving game state in step Se711, and the process for determining the transition to the sudden time-saving game state in step Se712. These processes are executed in the variation start process (Figure 23), or in other words, they are executed when the variation display starts in the special symbol game round.
[0328] <Processing for updating high-frequency support mode> The process for updating the high-frequency support mode in step Se710 will be explained with reference to the flowchart in Figure 30.
[0329] First, in step Se1201, it is determined whether any of the support flags are set in the various flag storage area 314e of RAM 314. Specifically, it is determined whether any of the support A flag, support B flag, or support C flag is set. The support A flag corresponds to the normal time-saving game state, the support B flag corresponds to the ceiling time-saving game state, and the support C flag corresponds to the sudden time-saving game state.
[0330] If any support flag is set, i.e., if the system is in high-frequency support mode, the system proceeds to step Se1202 to determine whether the result of this special symbol win / loss lottery is a jackpot. If it is not a jackpot, in step Se1203, the value of the support counter area SC provided in the various counter areas 314d of RAM 314 is updated. Specifically, the value of the support counter area SC is deducted by 1. This deducts 1 from the remaining number of rounds in the time-saving game state (the remaining number of rounds in which the system can remain in the time-saving game state).
[0331] In step Se1204, it is determined whether the value of the support counter area SC is "0". If the value of the support counter area SC is "0", that is, if the number of times the game has been played in the time-saving game state has reached the upper limit, the process proceeds to step Se1205, and the time-saving end flag is set in the various flag storage area 314e. The time-saving end flag is used by the MPU 312 to understand that each time-saving game state should be terminated.
[0332] Furthermore, if a positive result is obtained in step Se1202 (i.e., the result of this special symbol win / loss lottery is a jackpot), the processing in steps Se1203 and Se1204 is skipped and the processing in step Se1205 is executed. In other words, if a jackpot is achieved during the time-saving game state, the time-saving game state is terminated regardless of the remaining number of spins.
[0333] After step Se1205 is executed, the high-frequency support mode update process is terminated. If a negative result is obtained in step Se1201 (if none of the support flags are set), the remaining number of turns in the time-saving game state is not updated, and the high-frequency support mode update process is terminated without executing the processes from step Se1202 onwards. Also, if a negative result is obtained in step Se1204 (if the value of the support counter area SC is not "0"), the time-saving game state should not be terminated, and the high-frequency support mode update process is terminated without executing the process in step Se1205.
[0334] <Processing for determining the transition to the ceiling time reduction game state> The process for determining the transition to the ceiling time-saving game state in step Se711 will be explained with reference to the flowchart in Figure 31.
[0335] First, in step Se1301, it is determined whether the result of the special symbol win / loss lottery is a jackpot result or not. If it is not a jackpot result, the process proceeds to step Se1302, where it is determined whether the "reached" flag is set in the various flag storage area 314e of RAM314. The "reached" flag is used by MPU312 to determine if the number of losing spins has reached the ceiling count.
[0336] If the "reached" flag is not set, step Se1303 determines whether the high probability flag is set in the various flag storage area 314e. If the high probability flag is not set, i.e., if the current lottery mode is the low probability mode, the process proceeds to step Se1304, and the value of the "miss count" counter area HC, located in the various counter areas 314d of RAM 314, is updated. Specifically, the value of the "miss count" counter area HC is deducted by 1. The "miss count" counter area HC is used by the MPU 312 to determine the number of remaining attempts until the ceiling is reached.
[0337] In step Se1305, it is determined whether the value in the loss count counter area HC is "0". If the value in the loss count counter area HC is "0", that is, if the number of losing spins has reached the ceiling count, the process proceeds to step Se1306, and the flag indicating that the various flag storage area 314e has been reached is set.
[0338] In step Se1307, it is determined whether any of the support flags are set in the various flag storage area 314e. That is, it is determined whether the player is in either the normal time-saving game state or the sudden time-saving game state.
[0339] If none of the support flags are set and the current game state is not the time-saving game state, it means that the number of misses has reached the ceiling number while in the normal game state. In this case, the process proceeds to step Se1308, and the ceiling time-saving start flag is set in the various flag storage area 314e. The ceiling time-saving start flag is used by the MPU 312 to understand that it should transition to the ceiling time-saving game state.
[0340] If a negative result is obtained in step Se1307 (i.e., any support flag is set), it means that the number of misses has reached the ceiling while in the time-saving game state. In this case, the process proceeds to step Se1309, where a priority process is executed to select whether to prioritize the current time-saving game state or the ceiling time-saving game state. Details of step Se1309 will be described later.
[0341] After step Se1308 or step Se1309 is executed, the process for determining the transition to the ceiling time-saving game state is terminated. Also, if a positive result is obtained in step Se1302 (if the reached flag is set) or in step Se1303 (if the high probability flag is set), the process for determining the transition to the ceiling time-saving game state is terminated without executing the processes from step Se1304 onwards. Also, if a negative result is obtained in step Se1305 (if the value of the miss count counter area HC is not "0"), the process for determining the transition to the ceiling time-saving game state is terminated without executing the processes from step Se1306 onwards.
[0342] If a positive result is obtained in step Se1301 (i.e., a jackpot result), the process proceeds to step Se1310, where a value corresponding to the number of times the ceiling has been reached (for example, 990) is set in the counter area HC. In step Se1311, it is determined whether or not the flag indicating that the various flag storage area 314e has been reached is set.
[0343] If the "reached" flag is set, step Se1312 executes a process to clear that flag. After step Se1312 is executed, or if a negative result is obtained in step Se1311 (i.e., the "reached" flag is not set), the process for determining the transition to the ceiling time-saving game state is terminated.
[0344] <Priority Processing> The priority processing for step Se1309 will be explained with reference to the flowchart in Figure 32.
[0345] First, in step Se1401, it is determined whether or not a flag for ending the time-saving mode is set in the various flag storage area 314e of RAM 314. In other words, it is determined whether or not the current special feature game round is the last game round in the time-saving game state (staying in time-saving mode).
[0346] If the flag for ending the time-saving mode is not set, it means that while in the time-saving mode, the number of losing spins in the special symbol spins prior to the final spin has reached the ceiling. In this case, the game proceeds to step Se1402 to determine the remaining number of time-saving spins (the remaining number of special symbol spins in which the player can remain in this time-saving mode). This determination is made by referring to the value of the losing spin counter area HC in the various counter areas 314d of RAM 314.
[0347] Step Se1403 determines the maximum number of times the ceiling time-saving game state can be played (the maximum number of times in this case). In this step, the maximum number of times is determined to be 990.
[0348] In step Se1404, the remaining number of shortened play sessions determined in step Se1402 is compared with the current limit number of sessions determined in step Se1403, and it is determined whether the latter is greater than the former. If the current limit number of sessions (the limit number of sessions in the shortened play state) is greater than the remaining number of shortened play sessions, that is, if transitioning to the shortened play state will increase the remaining number of shortened play sessions, it is recognized that transitioning to the shortened play state should be prioritized over continuing the shortened play session.
[0349] In this case, in step Se1405, a flag for ending the time-saving game state is set in the various flag storage area 314e to terminate the current time-saving game state. In the following step Se1406, a flag for starting the ceiling time-saving game state is set in the various flag storage area 314e to transition to the ceiling time-saving game state (the current time-saving game state), and then the priority processing is terminated.
[0350] If a negative result is determined in step Se1404 (i.e., the current maximum number of plays is less than or equal to the remaining number of plays in the shortened play state), it is recognized that continuing the shortened play state should take priority over transitioning to the ceiling shortened play state. In this case, the priority processing is terminated without executing the processes in steps Se1405 and Se1406.
[0351] Furthermore, if a positive result is obtained in step Se1401 (i.e., the flag for ending the time-saving mode is set), it means that the current special feature game round is the final game round of the time-saving mode, and the time-saving mode ends when this special feature game round ends. In this case, steps Se1402 to Se1405 are skipped and the process proceeds to step Se1406, where the flag for starting the ceiling time-saving mode is set in the various flag storage area 314e in order to transition to the ceiling time-saving game state.
[0352] <Processing for determining the sudden transition to a shortened game state> The process for determining the transition to the sudden time-saving game state in step Se712 will be explained with reference to the flowchart in Figure 33.
[0353] First, in step Se1501, it is determined whether the result of the special symbol win / loss lottery is a special loss. Specifically, it is determined whether the special loss type flag is set in the various flag storage area 314e of RAM 314. The special loss type flag is set when the win / loss determination in step Se701 (Figure 23) is determined to be a special loss (step Se707).
[0354] If the result of the special symbol win / loss lottery is not a special loss (i.e., the special loss type flag is not set), the process for determining the transition to the time-saving game state is terminated immediately. On the other hand, if the result of the special symbol win / loss lottery is a special loss, the process proceeds to step Se1502, where it is determined whether or not the flag for starting the ceiling time-saving mode is set in the various flag storage area 314e.
[0355] If the flag for starting the ceiling time-saving mode is set, it means that the current special symbol game round is the round in which the ceiling count is reached. In other words, it means that the number of losing game rounds reaching the ceiling count and the winning of a special losing result occurred in the same special symbol game round. In this case, in order to prioritize the transition to the ceiling time-saving game state, the process for determining the transition to the sudden time-saving game state will be terminated without suddenly transitioning to the time-saving game state.
[0356] Furthermore, when there is a conflict between transitioning to the ceiling time-saving game state and transitioning to the sudden time-saving game state, the former will take precedence for the following reasons.
[0357] The Ceiling Time-Saving Game state is entered based on the cumulative number of losing spins, meaning that players can predict the transition to the Ceiling Time-Saving Game state even before the number of losing spins reaches the ceiling (before the transition trigger is established). On the other hand, the Sudden Time-Saving Game state is triggered by winning a special losing result and is entered based on conditions established within a single spin, meaning that players cannot predict the transition to the Sudden Time-Saving Game state before the transition trigger is established. Therefore, when the trigger for transitioning to the Ceiling Time-Saving Game state and the trigger for transitioning to the Sudden Time-Saving Game state are established simultaneously, and the player is forced to choose one of the time-saving game states, the transition to the Sudden Time-Saving Game state can be restricted, and the transition to the Ceiling Time-Saving Game state can be prioritized, thereby adjusting the destination time-saving game state while suppressing the player's awareness.
[0358] If a negative result is obtained in step Se1502 (i.e., the flag for starting the time-saving feature is not set), then in step Se1503, it is determined whether any of the support flags are set in the various flag storage area 314e. If none of the support flags are set, that is, if the current game state is the normal game state, then in step Se1504, the flag for starting the time-saving feature is set in the various flag storage area 314e. The flag for starting the time-saving feature is for the MPU 312 to understand that it should transition to the time-saving game state. After the execution of step Se1504, the process for determining the transition to the time-saving game state is terminated.
[0359] If a positive result is obtained in step Se1503 (i.e., any support flag is set), it means that the current game state is a time-saving game state, and a special miss result occurred while in the time-saving game state. In this case, in step Se1505, a priority process is executed to select whether to prioritize the current time-saving game state or the sudden time-saving game state, and then the process for determining the transition to the sudden time-saving game state is terminated.
[0360] The priority processing in step Se1505 is basically the same as the priority processing in step Se1309 (Figure 31) (Figure 32). To explain using Figure 32, in step Se1401, it is determined whether or not the time-saving termination flag is set in the various flag storage area 314e of RAM 314. If the time-saving termination flag is not set, that is, if the player is in the time-saving game state and a special miss result occurs in a special symbol game round before the final game round, the player proceeds to step Se1402 to determine the remaining number of time-saving rounds (the remaining number of special symbol game rounds in which the player can remain in that time-saving game state).
[0361] In step Se1403, the maximum number of times the sudden time-saving game state corresponds to the type of special failure result (the maximum number of times for this instance) is determined. This determination is made by referring to the special failure type flags set in the various flag storage area 314e to identify the type of special failure result for this instance, and then deriving the type of sudden time-saving game state for this instance based on that identification. For example, if the set special failure type flag corresponds to special failure result A, the maximum number of times the sudden time-saving game state A can occur (e.g., 200 times) is determined as the maximum number of times for this instance.
[0362] In step Se1404, the remaining number of shortened play sessions determined in step Se1402 is compared with the current maximum number of sessions determined in step Se1403, and it is determined whether the latter is greater than the former. If the current maximum number of sessions (the maximum number of sudden shortened play sessions corresponding to the special losing result) is greater than the remaining number of shortened play sessions, that is, if transitioning to the sudden shortened play session would increase the remaining number of shortened play sessions, it is recognized that transitioning to the sudden shortened play session should be prioritized over continuing the shortened play session.
[0363] In this case, in step Se1405, a flag for ending the time-saving game state is set in the various flag storage area 314e in order to end the time-saving game state that is currently in place. In the following step Se1406, a flag for suddenly starting the time-saving game state is set in the various flag storage area 314e in order to suddenly transition to the time-saving game state (the current time-saving game state).
[0364] If a negative result is determined in step Se1404 (i.e., the current maximum number of plays is less than or equal to the remaining number of plays in the shortened play state), it is recognized that continuing the shortened play state should take priority over suddenly transitioning to the shortened play state. In this case, the priority processing is terminated without executing steps Se1405 and Se1406.
[0365] <Setting the variable display time> The process for setting the variable display time in step Se713 will be explained with reference to the flowchart in Figure 34.
[0366] First, in step Se1601, the current game state is determined. Specifically, it is determined whether the high probability flag or the various support flags are set in the various flag storage area 314e of RAM314, and based on the result, the current game state is determined to be either a normal game state, a high probability game state, a normal time-saving game state, a sudden time-saving game state, or a ceiling time-saving game state. In this step, if the high probability flag and support A flag are set, it is determined to be a high probability game state; if only the support A flag is set, it is determined to be a normal time-saving game state; if the support B flag is set, it is determined to be a ceiling time-saving game state; and if the support C flag is set, it is determined to be a sudden time-saving game state.
[0367] In step Se1602, it is determined whether the game state identified in step Se1601 is a normal game state. If it is a normal game state, the process proceeds to step Se1603 to obtain the variable display time table for the normal game state. The variable display time table is used to select the variable display time (variation pattern) based on the value of the variation type counter CS.
[0368] Here, we will explain the variable display time tables for normal gameplay, referring to Figure 35. For normal gameplay, there are three variable display time tables: one for big wins (Figure 35(a)), one for special misses (Figure 35(b)), and one for normal misses (Figure 35(c)). In each variable display time table, the numerical range of the variable type counter CS is associated with the information of the variable pattern.
[0369] The variable display time table for jackpots corresponding to the normal game state is referenced when a jackpot result occurs during a special symbol game round in the normal game state. As shown in Figure 35(a), this variable display time table has three selectable variable patterns: Variable Pattern 1A (15 sec), Variable Pattern 2A (60 sec), and Variable Pattern 3A (120 sec). When a variable pattern is selected using the variable type counter CS, the variable display time corresponding to the selected variable pattern is set as the variable display time of the symbols in the first special symbol display unit AS or the second special symbol display unit BS.
[0370] Furthermore, if a variation pattern is selected, information indicating that variation pattern is transmitted to the performance control device 143 as a variation start command. Based on the received variation start command, the performance control device 143 determines the variation pattern selected by the main control device 162. The display control device 350 then controls the display control device 350 so that the variation display of each symbol sequence Z1 to Z3 is performed at the variation display time corresponding to the determined variation pattern. As a result, each symbol sequence Z1 to Z3 is displayed on the symbol display device 75 in sync with the variation display of the symbols on the first special symbol display unit AS or the second special symbol display unit BS.
[0371] Furthermore, each variation pattern corresponds to game-specific effects such as reach effects performed on the symbol display device 75. Specifically, variation pattern 1A corresponds to a normal reach win effect, variation pattern 2A corresponds to an SP reach (super reach) win effect, and variation pattern 3A corresponds to an SPSP reach win effect. In other words, when the effect control device 143 determines the variation pattern from the received variation start command, it controls the display control device 350 so that the game-specific effects corresponding to that variation pattern are performed on the symbol display device 75.
[0372] Each of the above reach-winning animations is characterized in that, after the reach display is shown, each symbol in symbol rows Z1 to Z3 stops and is displayed in a winning symbol combination. Here, the reach display (reach state) refers to a display state that makes the player believe that the special display result is likely to occur, in a gaming machine equipped with a symbol display device 75 capable of displaying (or changing) the variation of symbols (pictures), where if the stop display result after the variation display becomes a special display result (jackpot result), the game state becomes a special game state (open / close execution mode) that is advantageous to the player.
[0373] In other words, this refers to a display state in which, by stopping the symbols in some of the multiple symbol rows displayed on the display screen G of the symbol display device 75, a combination of symbols that may form a winning symbol combination corresponding to the occurrence of a jackpot is displayed, and then the remaining symbol rows are displayed in a variable state. More specifically, as a step before ending the variable symbol display, with the symbols in the last stopped row displayed in a variable state, the symbols in the symbol rows other than the last stopped row are stopped on the active line within the display screen G in a manner that constitutes a winning symbol combination, thereby forming a winning line.
[0374] The normal reach winning animation is one in which, after the reach display described above, the symbols stop and are displayed in a winning combination. The SP reach animation is a higher-level reach animation than the normal reach animation, in which a predetermined animation featuring characters etc. is performed after the formation of a reach line, and after this predetermined animation, the symbols stop and are displayed in a winning combination. The SPSP reach animation is a higher-level reach animation than the SP reach animation, in which, after an advanced animation that develops from the SP reach animation is performed, the symbols stop and are displayed in a winning combination. Note that the items in the "Remarks (Animation Pattern)" column in Figure 35(a) are added for convenience only and are not set in the variable display time table.
[0375] The variable display time table for special misses, corresponding to the normal game state, is referenced when a special miss occurs during a special symbol game round in the normal game state. As shown in Figure 35(b), in this variable display time table for special misses, variable pattern Z1 (15 sec) is set as the selectable variable pattern. That is, regardless of the value of the variable type counter CS, variable pattern Z1 is always selected. As already explained, a special miss result is a trigger for a sudden transition to the time-saving game state.
[0376] The variation pattern Z1 corresponds to the special reach-miss A animation. When a variation start command corresponding to variation pattern Z1 is sent to the animation control device 143, the symbol display device 75 executes the special reach-miss A animation as a game-time animation. The special reach-miss A animation will now be explained with reference to Figure 36.
[0377] In the special reach-miss A sequence, first, as shown in Figure 36(a), the upper symbol row Z1 and the lower symbol row Z3 stop in a reach combination on one of the active lines L1 to L5 on the display screen G, and the reach display is executed. After that, the middle symbol row Z2 (the symbol row of the final stop row) is switched from high-speed fluctuation display to low-speed fluctuation display, but at that time, as shown in Figure 36(b), the low-speed fluctuation display is performed with a special symbol 811, which has the word "LUCKY" or similar attached to it, placed in a position different from the symbols that make up the winning combination. This allows the player to be aware of the presence of the special symbol 811 when the fluctuation display is performed. Figure 36(b) shows an example in which the special symbol 811 is placed in the position of the "4" symbol, which is the next symbol after the "3" symbol that makes up the winning combination.
[0378] Next, as shown in Figure 36(c), the special symbol 811, which is displayed in slow motion, stops and is displayed on the reach line. In this embodiment, after the reach line is formed by the upper symbol row Z1 and the lower symbol row Z3, the symbol combination in which the special symbol 811 of the middle symbol row Z2 stops and is displayed on that reach line corresponds to a special miss result, and thus the player is notified that a special miss has occurred.
[0379] The variable display time table for normal misses, corresponding to the normal game state, is referenced when a normal miss occurs during a special symbol game round in the normal game state. As shown in Figure 35(c), this variable display time table has selectable variable patterns: Variable Pattern 1H, Variable Pattern 2H (15 sec), Variable Pattern 3H (60 sec), and Variable Pattern 4H (120 sec). Similar to the variable display time table for big wins, the variable display time corresponding to each variable pattern is determined, but the variable display time corresponding to Variable Pattern 1H is set to vary depending on the number of reserved symbols in the 1st or 2nd special symbol at that time. Specifically, if Variable Pattern 1H is selected when the number of reserved symbols is 2 or less, the variable display time will be 8 seconds, and if Variable Pattern 1H is selected when the number of reserved symbols is 3 or more, the variable display time will be shorter than 8 seconds, at 4 seconds.
[0380] Variation pattern 1H corresponds to a complete miss animation on the symbol display device 75, variation pattern 2H corresponds to a normal reach miss animation, variation pattern 3H corresponds to an SP reach miss animation, and variation pattern 4H corresponds to an SPSP reach miss animation.
[0381] A complete miss animation is one in which the symbols stop and are displayed with a losing combination of symbols without any reach display. In addition, in each of the above reach miss animations, after the reach display is made, each symbol in symbol rows Z1 to Z3 stops and is displayed with a losing combination of symbols (a state in which the symbols in the final stopping row displayed on the reach line are symbols other than those that form a jackpot when combined with the reach symbols). The SP reach miss animation corresponds to the SP reach hit animation, and after the same type of predetermined animation as the SP reach hit animation is performed, a losing ending video is displayed, and the symbols stop and are displayed with a losing combination of symbols. The SPSP reach miss animation also corresponds to the SPSP reach hit animation.
[0382] In the variable display time table for big wins, "0" of the variation type counter CS corresponds to variation pattern 1A, "1" to "29" correspond to variation pattern 2A, and "30" to "99" correspond to variation pattern 3A. On the other hand, in the variable display time table for normal misses, "0" to "64" of the variation type counter CS correspond to variation pattern 1H, "65" to "84" correspond to variation pattern 2H, "85" to "94" correspond to variation pattern 3H, and "95" to "98" correspond to variation pattern 4H.
[0383] When the result of the win / loss lottery based on winning in the operating ports 62 and 63 is a big win result, variation pattern 3A corresponding to the SPSP reach effect is most likely to be selected. When the result of the above win / loss lottery is a normal miss result, variation pattern 4H corresponding to the SPSP reach effect is least likely to be selected. That is, the SPSP reach effect is the reach effect that is most likely to be executed when it is a big win and least likely to be executed when it is a normal miss, so it functions as the top-level reach effect with the highest expectation of a big win.
[0384] Regarding variation patterns other than variation pattern 3A and variation pattern 4H, variation patterns corresponding to higher-level reach effects are more likely to be selected when it is a big win and less likely to be selected when it is a normal miss. That is, the expectation of a big win increases in the order of normal reach effect < SP reach effect < SPSP reach effect.
[0385] Also, as shown in Fig. 35(c), in the variable display time table for normal misses corresponding to the normal game state, variation pattern Z2 is set as a selectable variation pattern. Variation pattern Z2 is selected when the value of the variation type counter is "99".
[0386] The variation pattern Z2 corresponds to the special reach miss B effect, and when a variation start command corresponding to variation pattern Z2 is sent to the effect control device 143, the effect control device 143 controls the symbol display device 75 to execute the special reach miss B effect. The special reach miss B effect is a so-called false effect that is the counterpart to the special reach miss A effect, and after building anticipation for a special miss, it displays symbol rows Z1 to Z3 with a different combination of symbols.
[0387] In the special reach miss B animation, as shown in Figures 36(a) and (b), after the reach display is performed by the upper symbol row Z1 and the lower symbol row Z3, the middle symbol row Z2 is displayed in a slow-speed fluctuation with the special symbol 711 included. That is, the symbol fluctuation animation is performed in the same manner as the special reach miss A animation up to a certain point. After that, for example, the special symbol 711 passes the reach line, and as shown in Figure 36(d), a symbol different from the special symbol 711 is displayed on the reach line in the middle symbol row Z2. In other words, the symbols row Z1 to Z3 are displayed in a way that makes it appear as if the symbol combination corresponding to the special miss result is formed, but ultimately prevents that combination from being formed.
[0388] Returning to the explanation of the setting process for the variable display time (Figure 34), in step Se1603, the variable display time table corresponding to the result of the special symbol win / loss determination (step Se702) is obtained from the various variable display time tables for normal gameplay. Specifically, if the result of the special symbol win / loss determination is a jackpot, the variable display time table for jackpots is obtained; if the result of the special symbol win / loss determination is a special miss, the variable display time table for special misses is obtained; and if the result of the special symbol win / loss determination is a normal miss, the variable display time table for normal misses is obtained.
[0389] If a negative result is obtained in step Se1602 (i.e., not in a normal game state), the process proceeds to step Se1604, where it is determined whether the current game state, as determined in step Se1601, is a high-probability game state. If it is a high-probability game state, step Se1605 retrieves the variable display time table for the high-probability game state.
[0390] The variable display time tables for the high probability game state will be explained with reference to Figure 37. For the high probability game state, there are two variable display time tables: one for big wins (Figure 37(a)) and one for normal losses (Figure 37(b)).
[0391] The variable display time table for jackpots corresponding to the high probability game state is referenced when a jackpot is achieved during a special symbol game round while in the high probability game state. As shown in Figure 37(a), this variable display time table has two selectable variable patterns: variable pattern 11A (60 sec) corresponding to an SP reach win, and variable pattern 12A (120 sec) corresponding to an SPSP reach win.
[0392] The variable display time table for normal misses corresponding to the high probability game state is referenced when a normal miss occurs during a special symbol game round in the high probability game state. As shown in Figure 37(b), this variable display time table has three selectable variable patterns: variable pattern 11H corresponding to a complete miss, variable pattern 12H (60 sec) corresponding to an SP reach miss, and variable pattern 13H (120 sec) corresponding to an SPSP reach miss. In the variable display time table for normal misses in the high probability game state, the range of the variable type counter CS corresponding to a complete miss is wider than in the variable display time table for normal misses in the normal game state. In other words, the reach miss animation is less likely to occur, allowing the game to proceed more quickly.
[0393] Furthermore, the display time for variation pattern 11H, which corresponds to a complete miss, is set to activate faster than the display time table for normal misses in normal gameplay. Specifically, it is set to 8 seconds when there is one or fewer reserved balls, and 4 seconds when there are two or more reserved balls.
[0394] In step Se1605, the table corresponding to the result of the special symbol win / loss determination is obtained from the various variable display time tables for the high probability game state. Note that since the win / loss table for the high probability game state does not have a special loss result set (Figure 13(b)), the variable display time table for the high probability game state also does not have a corresponding entry for a special loss result.
[0395] If a negative result is obtained in step Se1604 (i.e., not in a high-probability game state), it means that the current game state is a time-saving game state (normal time-saving game state, ceiling time-saving game state, or sudden time-saving game state). In this case, in step Se1606, the variable display time table for the time-saving game state is obtained.
[0396] The variable display time tables for the time-saving game state will be explained with reference to Figure 38. The variable display time tables for the time-saving game state are set up as follows: a variable display time table for big wins (Figure 38(a)), a variable display time table for special misses (Figure 38(b)), a variable display time table A for normal misses (Figure 38(c)), and a variable display time table B for normal misses (Figure 38(d)).
[0397] The variable display time table for jackpots corresponding to the time-saving game state is referenced when a jackpot is achieved during a special symbol game round in the time-saving game state. As shown in Figure 38(a), this variable display time table has three selectable variable patterns: variable pattern 21A (15 sec) corresponding to a normal reach win, variable pattern 22A (60 sec) corresponding to an SP reach win, and variable pattern 23A (120 sec) corresponding to an SPSP reach win.
[0398] The variable display time table for special misses corresponding to the time-saving game state is referenced when a special miss occurs during a special symbol game round in the time-saving game state. As shown in Figure 38(b), this variable display time table is configured so that the selection of the variable pattern differs depending on whether or not there is a sudden transition to the time-saving game state. Specifically, if there is a sudden transition to the time-saving game state, variable pattern W1 (15 sec) is selected, and if there is no sudden transition to the time-saving game state, variable pattern W2 (15 sec) is selected.
[0399] Variation pattern W1 corresponds to the special reach miss A animation, and variation pattern W2 corresponds to both the special reach miss A animation and the special reach miss B animation. When a variation start command corresponding to variation pattern W2 is transmitted, the animation control device 143 selects and executes either the special reach miss A animation or the special reach miss B animation. The configuration for selecting and executing either the special reach miss A animation or the special reach miss B animation will be described in detail later.
[0400] The variable display time table A for normal misses corresponding to the time-saving game state is referenced when a normal miss occurs during a special symbol game round in the time-saving game state, and stop result SD18 (Figure 26(a)) is selected as the stop result on the special symbol display unit 43. As shown in Figure 38(c), the variable display time table A has the following selectable variable patterns: variable pattern 21H corresponding to a complete miss, variable pattern 22H (15 sec) corresponding to a normal reach miss, variable pattern 23H (60 sec) corresponding to an SP reach miss, and variable pattern 24H (120 sec) corresponding to an SPSP reach miss.
[0401] In the variable display time table A for normal misses in the time-saving game state, the proportion of complete misses is lower compared to the variable display time table for normal misses in the normal game state. This is to increase the frequency of reach animations, thereby preventing the time-saving game state from ending without a reach animation occurring. The variable display time for variation pattern 21H, which corresponds to a complete miss, is set to 8 seconds if the number of reserved balls is 1 or less, and to 4 seconds if the number of reserved balls is 2 or more, similar to the variable display time table for normal misses in the high-probability game state.
[0402] The variable display time table B for normal misses corresponding to the time-saving game state is referenced when a normal miss occurs during a special symbol game round in the time-saving game state, and stop result SD19 (Figure 26(a)) is selected as the stop result on the special symbol display unit 43. As shown in Figure 38(d), the variable pattern W3 (15 sec) corresponding to special reach miss A, special reach miss B, and normal reach miss is set as a selectable variable pattern. Variable pattern W3 corresponds to three types of reach miss effects: special reach miss A, special reach miss B, and normal reach miss. When variable pattern W3 is transmitted, the effect control device 143 selects and executes one of the special reach miss A, special reach miss B, or normal reach miss. The configuration for selecting and executing each of these reach miss effects will be explained in detail later.
[0403] In this embodiment, a common variable display time table is set for the normal time-saving game state, the ceiling time-saving game state, and the sudden time-saving game state. However, it is also possible to configure the system so that a separate variable display time table is set for each of these time-saving game states. Furthermore, the variable display time tables shown in Figures 35, 37, and 38 are merely examples, and the number of variable pattern types and the numerical range of the variable type counter CS corresponding to each variable pattern can be set arbitrarily.
[0404] Returning to the explanation of the setting process for variable display time (Figure 34), in step Se1606, the table corresponding to the current situation is obtained from among the various variable display time tables for the time-saving game state. Specifically, the result of the special symbol win / loss judgment and whether or not there was a sudden transition to the time-saving game state based on that result are referenced, and the table corresponding to them is obtained.
[0405] After step Se1603, step Se1605, or step Se1606 is executed, step Se1607 uses the variable display time table obtained in each of those steps to perform a lottery process for variable display time (variation pattern). Specifically, from the group of variation patterns set in the variable display time table, one variation pattern corresponding to the variation type counter CS stored in the execution area AE is identified.
[0406] In step Se1608, the display time for the variation pattern identified in step Se1607 is set as the display time for the variation in the current special game round. In this step, the value of the display time for the variation pattern identified is set in the display time counter area provided in the various counter areas 314d of RAM 314. For example, if the display time for the variation is 15 seconds, the corresponding value is set to 7500 in the display time counter area. This set value is decremented by 1 each time the timer interrupt process (Figure 17) is activated.
[0407] In step Se1609, it is determined whether or not a special error flag is set in the various flag storage area 314e of RAM 314. If the special error flag is set, the process proceeds to step Se1610 to clear the flag. After the execution of step Se1610 or if a negative result is obtained in step Se1609 (i.e., the special error flag is not set), the process of setting the variable display time is terminated.
[0408] Next, we will explain the process for ending the high-frequency support mode in step Se510 (Figure 21) and the process for transitioning to the time-saving game state in step Se511. These processes are executed when the variation display time has elapsed during a special symbol game round; in other words, they are executed when the confirmation display begins during a special symbol game round.
[0409] <Processing to terminate high-frequency support mode> The process for terminating the high-frequency support mode in step Se510 will be explained with reference to the flowchart in Figure 39.
[0410] First, in step Se1701, it is determined whether any support flags are set in the various flag storage area 314e of RAM 314. If any support flag is set, that is, if the game is in the normal time-saving game state, the ceiling time-saving game state, or the sudden time-saving game state, the game proceeds to step Se1702, where it is determined whether the time-saving termination flag is set. The time-saving termination flag indicates that the time-saving game state should be terminated, and this flag is set when the current special feature game round is the maximum number of game rounds in the time-saving game state (the final game round), or when, in priority processing (steps Se1309, Se1505), it is determined to terminate the current time-saving state and transition to the sudden time-saving game state.
[0411] If the time-saving termination flag is set, the process proceeds to step Sec1703, and the support flags set in the various flag storage area 314e are cleared. This terminates the time-saving game state that is currently in play. In other words, in this embodiment, the termination process for the time-saving game state is performed at the start of the confirmation display for the special feature game round in which the termination condition for the time-saving game state is met.
[0412] In step Se1704, the flags for ending the time-saving mode, which are set in the various flag storage area 314e, are cleared. In the following step Se1705, the corresponding time-saving game state termination command is set as the target to be transmitted to the performance control device 143. For example, if the normal time-saving game state has ended, the time-saving game state termination command corresponding to the end of the normal game state is set.
[0413] After step Se1705 is executed, the process for terminating the high-frequency support mode is terminated. Also, if a negative result is obtained in step Se1701 (if none of the support flags are set) or in step Se1702 (if the time-saving termination flag is not set), the process for terminating the high-frequency support mode is terminated without executing the processes from step Se1703 onwards.
[0414] <Processing for transitioning to shortened game mode> The process for transitioning to the time-saving game state in step Se511 will be explained with reference to the flowchart in Figure 40.
[0415] First, in step Se1801, it is determined whether or not the flag for starting the ceiling time-saving mode is set in the various flag storage area 314e of RAM 314. The flag for starting the ceiling time-saving mode is set in the transition determination process of step Se711 at the start of the variation (steps Se1308, Se1406), and indicates that the game should transition to the ceiling time-saving mode.
[0416] If the flag for starting the ceiling time reduction is set, that is, if the situation is such that the game should transition to the ceiling time reduction game state, the game proceeds to step Se1802, and the support B flag is set in the various flag storage area 314e. This transitions the game to the ceiling time reduction game state.
[0417] If a negative result is obtained in step Se1801 (i.e., the flag for starting the time-saving feature at the ceiling is not set), the process proceeds to step Se1803, where it is determined whether or not the flag for starting the time-saving feature is set in the various flag storage area 314e. The flag for starting the time-saving feature is set in the transition determination process of step Se712 at the start of the variation (steps Se1504, Se1406), and indicates that the game should transition to the time-saving game state.
[0418] If the flag for sudden time reduction is set, that is, if the situation is such that the game should transition to the sudden time reduction state, the game proceeds to step Se1804 and the support C flag is set in the various flag storage area 314e. This causes the game to transition to the sudden time reduction state. The support C flag has three types of flags, support C1 flag to support C3 flag, corresponding to the three types of sudden time reduction states set: sudden time reduction state A to sudden time reduction state C. For example, if the sudden time reduction state to be transitioned to is sudden time reduction state A (the type of special miss result in this case is special miss result A), the support C1 flag is set as the support C flag.
[0419] After step Se1802 or step Se1804 is executed, step Se1805 sets the upper limit number of plays corresponding to the time-saving game state to be transitioned to. Specifically, the value corresponding to the upper limit number of plays is set in the support counter area SC provided in the various counter areas 314d of RAM 314. For example, if the time-saving game state to be transitioned to is the ceiling time-saving game state, 1100 is set as the value corresponding to the upper limit number of plays, and if the time-saving game state to be transitioned to is the sudden time-saving game state A, 200 is set as the value corresponding to the upper limit number of plays. The support counter area SC is for the MPU 312 to know the remaining number of plays in the time-saving game state.
[0420] In step Se1806, the flags for starting the time-saving feature set in the various flag storage area 314e are cleared, and in step Se1807, a time-saving start command corresponding to the time-saving game state to be transitioned to is set as the target to be transmitted to the performance control device 143. For example, if the time-saving game state to be transitioned to is the ceiling time-saving game state, the ceiling time-saving start command is set, and if the time-saving game state to be transitioned to is the sudden time-saving game state, the sudden time-saving start command is set.
[0421] Each time-saving start command set in step Se1807 is sent to the performance control device 143 in step Se401 during normal processing (Figure 20). The transmission of these time-saving start commands notifies the player of a transition to the ceiling time-saving game state or the sudden time-saving game state. Each time-saving start command includes information indicating the type of time-saving game state to be transitioned to, as well as information indicating the maximum number of times it can be performed.
[0422] After step Se1807 is executed, the process for transitioning to the time-saving game state is terminated. Also, if a negative result is obtained in step Se1803 (i.e., the flag for sudden time-saving start is not set), the transition to the time-saving game state is not performed, and the process for transitioning to the time-saving game state is terminated.
[0423] <General gameplay control processing> The general game round control process in step Se405 (Figure 20) will be explained with reference to the flowchart in Figure 41.
[0424] First, in step Se2001, it is determined whether or not a mechanism opening / closing game using the regular mechanism 63a is in progress. Specifically, it is determined whether or not the mechanism opening / closing flag is stored in the various flag storage area 314e of RAM314. The mechanism opening / closing flag is used by the MPU312 to recognize that a mechanism opening / closing game is in progress, and is set when the mechanism opening / closing game is executed.
[0425] If the special feature opening / closing game is in progress, the normal game round control process is terminated. On the other hand, if the special feature opening / closing game is not in progress, step Se2002 determines whether or not a normal game round is being executed in the normal display unit 44. In this case, a normal game round is a concept that includes the display of changing symbols in the normal display unit 44 and the display of stopping symbols (confirmation display) in the normal display unit 44, and step Se2002 determines whether or not either the changing symbol display or the stopping symbol display is being executed.
[0426] Furthermore, in special feature game rounds using the special feature display unit 43, the execution of variable display is restricted when the opening / closing execution mode using the variable prize winning device 65 is in progress, but in regular feature game rounds, variable display is permitted even when the opening / closing execution mode is in progress. Also, in regular feature game rounds, the execution of variable display is restricted when the opening / closing game using the regular electric prize winning device 63a is in progress, but in special feature game rounds, variable display is permitted even when the opening / closing game using the prize winning device is in progress. Moreover, a regular feature game round can be started while a special feature game round is in progress, and a special feature game round can be started while a regular feature game round is in progress. In other words, these game rounds can be executed in parallel. However, since they are not coordinated and are controlled independently of each other, regular feature game rounds and special feature game rounds are executed asynchronously.
[0427] If a negative result is obtained in step Se2002 (i.e., the game is not currently in progress), the process proceeds to step Se2003 to determine whether the number of reserved balls FN is "0". If the number of reserved balls FN is "0", the game control process for the game ends immediately.
[0428] If the number of reserved data FN is not "0", step Se2004 executes a regular data setting process to set the data stored in the electric operation reserved area Rc for variable display. In the regular data setting process, the number of reserved data FN is deducted by 1, and the data stored in the first area of the electric operation reserved area Rc is moved to the execution area for regular data. After that, a process is executed to shift the data stored in each storage area of the electric operation reserved area Rc, and furthermore, a regular data shift command is set, which is information to make the performance control device 143 aware that the data in the reserved area on the regular data side has been shifted.
[0429] Step Se2005 executes the normal diagram variation start process, and then terminates the normal diagram game round control process. Here, the normal diagram variation start process will be explained with reference to the flowchart in Figure 42(a).
[0430] First, in step Se2101, a support lottery is performed by referring to the support lottery table corresponding to the current support mode. Specifically, if the current support mode is the low-frequency support mode, a support lottery is performed by referring to the support lottery table for the low-frequency support mode (Figure 16(a)). If the current support mode is the first high-frequency support mode, a support lottery is performed by referring to the support lottery table for the first high-frequency support mode (Figure 16(b)). If the current support mode is the second high-frequency support mode, a support lottery is performed by referring to the support lottery table for the second high-frequency support mode (Figure 16(c)).
[0431] In step Se2102, it is determined whether the result of the support lottery in step Se2101 is a support win (a regular win). If it is a support win, the process proceeds to step Se2103, where the stop result table stored in the stop result table storage area 313d of ROM 313 is referenced to set the stop result for a regular win. If it is not a support win, i.e., a regular loss, the process proceeds to step Se2104, where the stop result table stored in the stop result table storage area 313d of ROM 313 is referenced to set the stop result for a regular loss.
[0432] After step Se2103 or step Se2104 is executed, step Se2105 is used to set the display time for the regular display variation. In this setting process, the display time for the variation of the regular display unit 44 for the current regular display game round is set.
[0433] In this embodiment, multiple variable display times of different lengths are provided as variable display times that can be set in step Se2105, depending on the type of game state. Specifically, as shown in Figure 42(b), the longest first variable display time (e.g., 100 sec) is provided for the normal game state (low frequency support mode), a second variable display time (e.g., 2 sec) shorter than the first variable display time is provided for the normal time-saving game state, a third variable display time (e.g., 1 sec) shorter than the second variable display time is provided for the ceiling time-saving game state, and a fourth variable display time (e.g., 0.5 sec) shorter than the third variable display time is provided for the sudden time-saving game state. In step Se2105, the variable display time corresponding to the current game state is set as the variable display time for this step.
[0434] In the above configuration, one variable display time is associated with each game state, but multiple variable display times may be associated with at least one of the above game states. In that case, if the order of the length of the variable display times between game states is determined as described above, the length of the variable display time and the selection probability should be set so that the expected value of the variable display time in each game state (the sum of "variable display time × the selection probability of that variable display time") satisfies the above length-to-short relationship.
[0435] In step Se2106, the regular diagram variation start command is set as the target to be sent to the performance control device 143. The regular diagram variation start command includes information on the regular diagram variation pattern (information indicating the regular diagram success / failure result and the variation display time). The set regular diagram variation start command is sent to the performance control device 143 in step Se401 of the normal processing (Figure 20).
[0436] In step Se2107, the general display unit 44 executes a process to start the display of changing patterns, and then the general pattern change start process is terminated.
[0437] Returning to the explanation of the regular game round control process (Figure 41), if a positive determination is made in step Se2002 (i.e., a regular game round is currently being executed), the process proceeds to step Se2006 to determine whether the variable display time set in step Se2105 has elapsed. If the variable display time has not elapsed, the process proceeds to step Se2007 to execute the variable display process. In the variable display process, the regular display unit 44 is controlled to light up and extinguish each display segment in a predetermined order (light emission control of each display segment). After that, the regular game round control process is terminated.
[0438] If a positive result is obtained in step Se2006 (i.e., the variation display time has elapsed), the normal pattern confirmation display process is executed in step Se2008, and then the normal pattern game round control process is terminated. In the normal pattern confirmation display process, the normal pattern display unit 44 is controlled so that the symbols are displayed at the stop result set in step Se2103 or step Se2104. At this time, the confirmation display time is set to a predetermined time (for example, 0.5 sec). In addition, in the normal pattern confirmation display process, the normal pattern variation end command is set as the target to be transmitted to the performance control device 143. The normal pattern variation end command includes information on the confirmation display time for the current normal pattern game round.
[0439] In this embodiment, the same length of confirmation display time is set regardless of the game state at that time. However, it is also possible to set different lengths of confirmation display time depending on the game state. For example, the confirmation display time in the normal game state may be set to be longer than the confirmation display time in each time-saving game state.
[0440] <Processing for Electrical Equipment Support> The process for supporting the electric function in step Se406 (Figure 20) will now be explained. The process for supporting the electric function is for controlling the opening and closing game of the electric function 63a, and in this embodiment, multiple types of opening and closing games of the function are set. First, these opening and closing games of the function will be explained with reference to Figure 43.
[0441] The game features a variety of mechanism opening and closing options, including a low-prize mechanism opening and closing game (Figure 43(a)), a first-high-prize mechanism opening and closing game (Figure 43(b)), a second-high-prize mechanism opening and closing game (Figure 43(c)), and a third-high-prize mechanism opening and closing game (Figure 43(d)).
[0442] The low-prize mechanism opening and closing game is executed when the support lottery result is a support win during normal gameplay. In the low-prize mechanism opening and closing game, the opening period of the regular mechanism 63a is shorter than in other mechanism opening and closing games, and the rate of winning into the second operating opening 63 (expected winning value) is lower compared to other mechanism opening and closing games.
[0443] The specific form of the low-prize mechanism opening and closing game is not particularly limited, but for example, it is set to have a relatively long opening and ending period and a relatively short opening period. The opening is the period after the start of the mechanism opening and closing game in which the normal electric mechanism 63a is closed and the game waits for the first opening of the normal electric mechanism 63a. The ending is the period after the final opening of the normal electric mechanism 63a is completed in which the normal electric mechanism 63a is closed and the game waits for the end of the mechanism opening and closing game.
[0444] In the low-prize mechanism opening and closing game, for example, as shown in Figure 43(a), the number of times the normal electric mechanism 63a opens (number of opening and closing control cycles) is set to 1, and the game has a 5-second opening, a 0.1-second opening, and a 5-second ending in sequence. In this case, since the opening period of the normal electric mechanism 63a is shorter than the launch cycle of the game ball (0.6 seconds), it becomes difficult for the ball to enter the second operating opening 63. In addition, the long opening and ending periods, and the small proportion of the opening period in the overall duration of the mechanism opening and closing game, also make it difficult for the ball to enter the second operating opening 63.
[0445] The first high-prize mechanism opening and closing game is executed when the support lottery result is a support win while the game is in a high-probability state or a normal time-saving state. In the first high-prize mechanism opening and closing game, the opening period of the normal mechanism 63a is longer than in the low-prize mechanism opening and closing game, and the rate of winning into the second operating opening 63 (expected winning value) is higher compared to the low-prize mechanism opening and closing game.
[0446] The specific form of the opening and closing game of the first high-prize mechanism is not particularly limited, but for example, it is set to have a relatively short opening and ending period and a relatively long opening period. For example, as shown in Figure 43(b), the number of times the normal electric mechanism 63a opens is set to 1, and it is configured to have a 0.5 sec opening, a 2 sec opening, and a 0.5 sec ending in sequence. In this case, since the opening period of the normal electric mechanism 63a is longer than the launch cycle of the game ball, it becomes easier for the ball to enter the second operating opening 63. In addition, since the opening and ending periods are short and the opening period accounts for a large proportion of the overall duration of the mechanism opening and closing game, it is also made easier for the ball to enter the second operating opening 63.
[0447] The second high-prize mechanism opening and closing game is executed when the support lottery results in a support win during the ceiling time-saving game state. Similar to the first high-prize mechanism opening and closing game, the second high-prize mechanism opening and closing game has a longer opening period for the regular electric mechanism 63a than the low-prize mechanism opening and closing game, allowing the player to expect a win in the second operating opening 63.
[0448] However, compared to the first high-prize mechanism opening and closing game, the opening period, opening period, and ending period of the regular electric mechanism 63a are different, and it differs from the mechanism opening and closing game performed in high-probability game states and normal time-saving game states. The specific form of the second high-prize mechanism opening and closing game is not particularly limited, but for example, as shown in Figure 43(c), the number of times the regular electric mechanism 63a opens is set to 1, and it has a configuration in which an opening of 0.1 seconds, an opening of 2 seconds, and an ending of 0.1 seconds occur in sequence.
[0449] The third high-prize mechanism opening and closing game is executed when the support lottery result is a support win in a situation where the game is suddenly in a time-saving state. Like the first and second high-prize mechanism opening and closing games, the third high-prize mechanism opening and closing game has a longer opening period for the regular mechanism 63a than the low-prize mechanism opening and closing game, allowing the player to expect a win in the second operating opening 63.
[0450] However, compared to the opening and closing games of the first and second high-prize mechanism, the number of times the normal mechanism 63a opens is different, and it is different from the mechanism opening and closing games performed in high-probability game state, normal time-saving game state, and ceiling time-saving game state. For example, as shown in Figure 43(d), the number of times the normal mechanism 63a opens is set to 2, and it is configured to have an opening of 0.1 sec, a first opening of 0.2 sec, a closing of 0.3 sec, a second opening of 2 sec, and an ending of 0.1 sec in that order. In this case, the opening period of the first opening is shorter than the launch cycle of the game ball, so it is unlikely that the ball will enter the second operating opening 63 during that opening. However, the opening period of the second opening is longer than the launch cycle of the game ball, so it is possible to expect the ball to enter the second operating opening 63 during that opening.
[0451] Next, we will explain the processing flow for power supply support, referring to the flowchart in Figure 44.
[0452] First, in step Se2201, it is determined whether or not the game is currently in the process of opening and closing the special feature. Specifically, it is determined whether or not the special feature opening and closing flag is set in the various flag storage area 314e of RAM314.
[0453] If the game is not currently in the process of opening and closing the special feature, the process proceeds to step Se2202 to determine whether or not the normal game round has ended. If it is not the end of the normal game round, the process for supporting the electric feature ends.
[0454] If it is the end of a regular game round, the process proceeds to step Se2203 to determine whether the support lottery result for this regular game round is a support win. If it is not a support win, the electric support processing is terminated.
[0455] If the support is selected, the process to start the mechanism opening and closing game is executed in step Se2204. In this start process, the mechanism opening and closing flag is set in the various flag storage area 314e of RAM314. An opening period is also set to wait for the first opening of the mechanism 36a while the normal mechanism 63a remains in the closed state.
[0456] In this case, the opening period is set to a duration corresponding to the game state at the time of the support lottery that triggered the opening and closing of the special feature. For example, if the game state at the time of the support lottery is the normal game state, 5 seconds will be set; if it is the high probability game state or the normal time-saving game state, 0.5 seconds will be set; and if it is the ceiling time-saving game state or the sudden time-saving game state, 0.1 seconds will be set.
[0457] Furthermore, the opening period may be configured to correspond to the game state at the time of setting. For example, if the game state at the time of the support lottery is the normal time-saving game state, and the game state at the time of setting the opening period is the sudden time-saving game state, a period corresponding to the sudden time-saving game state (e.g., 0.1 seconds) may be set.
[0458] Step Se2205 sets the number of times the normal electric mechanism 63a opens during this mechanism opening / closing game. The number of openings is set to correspond to the game state at the time of the support lottery that triggered the mechanism opening / closing game. For example, if the game state at the time of the support lottery is a normal game state, a high probability game state, a normal time-saving game state, or a ceiling time-saving game state, it is set to 1, and if it is a sudden time-saving game state, it is set to 2, for example. In this step, the values corresponding to these opening counts are set in the opening count counter area RC2 provided in the various counter areas 314d of RAM314. For example, if the number of openings is 2, the value "2" is set in the opening count counter area RC2 as the corresponding value.
[0459] Furthermore, the number of times the opening is to be set may be configured to correspond to the game state at the time of setting. For example, if the game state at the time of execution of the support lottery is the normal time-saving game state, and the game state at the time of setting the number of openings is the sudden time-saving game state, the number of times corresponding to the sudden time-saving game state (for example, 2 times) may be set.
[0460] In step Se2206, a normal opening command is set to notify the performance control device 143 of the start of the opening and the opening period. This set opening command is sent to the performance control device 143 in step Se401 of the normal proce...
Claims
[Claim 1] A means for controlling the output of a predetermined sound in accordance with the progress of the game, A first means used with respect to the output of sound including the predetermined sound, A second means, which is used for outputting sound including the predetermined sound and is different from the first means, Means for causing the volume output using the second means to be changed according to the state of the first means, Equipped with, The volume state of the first means can be set to a first state and a second state. The system is configured such that when the volume state of the first means is the first state, the volume state output using the second means is the first state, and when the volume state of the first means is the second state, the volume state output using the second means is the second state. The system includes means to enable the output volume to be lower in the second situation than in the first situation, In the first situation described above, it is possible to increase the volume of the predetermined sound above the predetermined volume. In the second situation described above, it is not possible to increase the volume of the predetermined sound above the predetermined volume. The configuration is such that the volume output using the second means is in the second state and specific notification regarding the volume state of the second means can be performed. A gaming machine characterized by having means to enable the volume state of the first means to be in the second state when the power is turned off while the volume state of the first means is in the second state, and then when the power is turned on afterward.