Gaming machine
The gaming machine enhances player engagement by allowing controlled transitions between multiple specific gaming states, addressing the routine nature of existing gaming states and improving enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-27
- Publication Date
- 2026-04-08
AI Technical Summary
The specific gaming states in gaming machines have become routine, leading to a decline in gaming interest.
A gaming machine with state control means that allows transitions between multiple specific gaming states, including a first, second, third, and fourth specific gaming state, with controlled transition rates between these states to enhance player engagement.
The implementation improves the enjoyment of the game by providing varied and engaging gaming states, enhancing player interest.
Smart Images

Figure 2026060324000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Recently, the time-limited gaming state has diversified, and there has been a type that shifts to a specific gaming state with a part of the losses (a part of the losing special symbols) in the normal gaming state (for example, FIG. 89 of Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in the above prior art, although the opportunity to shift to a specific gaming state has widened, the specific gaming state itself has become routine, and improvement is required in improving the gaming interest.
[0005] In view of such circumstances, an object of the present invention is to improve the gaming interest in a specific gaming state.
Means for Solving the Problems
[0006] The gaming machine according to the present invention is a gaming machine capable of executing a specific gaming state advantageous to a player, and includes state control means for controlling a first specific gaming state and a second specific gaming state that can be shifted to when an end condition of the first specific gaming state is satisfied. When a transition condition to the first specific gaming state is satisfied in the second specific gaming state, the state control means can end the second specific gaming state and control the first specific gaming state.
[0007] Furthermore, the gaming machine according to the present invention is characterized in that the state control means is capable of controlling a third specific gaming state and a fourth specific gaming state to which the player can transition when the termination conditions of the third specific gaming state are met, and when the transition conditions to the third specific gaming state are met in the fourth specific gaming state, the fourth specific gaming state can be terminated and the third specific gaming state can be controlled, and the transition rate from the fourth specific gaming state to the third specific gaming state is higher than the transition rate from the second specific gaming state to the first specific gaming state. [Effects of the Invention]
[0008] According to the present invention, the enjoyment of the game in a specific game state can be improved. [Brief explanation of the drawing]
[0009] [Figure 1] This is an external front view of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is an external rear view of a gaming machine according to the first embodiment of the present invention. [Figure 3] This is a front view of a game board according to the first embodiment of the present invention. [Figure 4] This is a block diagram of a gaming machine according to the first embodiment of the present invention. [Figure 5] This figure shows (A-1) a special symbol win determination table (first start gate), (A-2) a special symbol win determination table (second start gate), and (B) a normal symbol win determination table according to the first embodiment of the present invention. [Figure 6] This figure shows (A) a special symbol determination table, (B) a normal symbol determination table, and (C) round details for each winning special symbol according to the first embodiment of the present invention. [Figure 7] This figure shows a special pattern variation table according to the first embodiment of the present invention. [Figure 8] This figure shows a command table (1 / 2) according to the first embodiment of the present invention. [Figure 9] This figure shows a command table (2 / 2) according to the first embodiment of the present invention. [Figure 10] It is a transition diagram of a game state according to the first embodiment of the present invention. [Figure 11] It is a flowchart showing the main control board main processing according to the first embodiment of the present invention. [Figure 12] It is a flowchart showing the main control board timer interrupt processing according to the first embodiment of the present invention. [Figure 13] It is a flowchart showing the input SW detection processing according to the first embodiment of the present invention. [Figure 14] It is a flowchart showing the processing at the time of detecting the first start port according to the first embodiment of the present invention. [Figure 15] It is a flowchart showing the processing at the time of detecting the second big winning port according to the first embodiment of the present invention. [Figure 16] It is a flowchart showing the special symbol related processing according to the first embodiment of the present invention. [Figure 17] It is a flowchart showing the processing at the start of special symbol variation according to the first embodiment of the present invention. [Figure 18] It is a flowchart showing the special symbol hit determination processing according to the first embodiment of the present invention. [Figure 19] It is a flowchart showing the processing during special symbol variation according to the first embodiment of the present invention. [Figure 20] It is a flowchart showing the jackpot 1 game processing according to the first embodiment of the present invention. [Figure 21] It is a flowchart showing the small win game processing according to the first embodiment of the present invention. [[ID=3C]] [Figure 22] It is a flowchart showing the second type jackpot transition control processing according to the first embodiment of the present invention. [Figure 23] It is a flowchart showing the jackpot 2 game processing according to the first embodiment of the present invention. [Figure 24] It is a flowchart showing the effect control board main processing according to the first embodiment of the present invention. [Figure 25] It is a flowchart showing the effect control board timer interrupt processing according to the first embodiment of the present invention. [Figure 26] It is a flowchart showing the main command reception process (1 / 2) according to the first embodiment of the present invention. [Figure 27] It is a flowchart showing the main command reception process (2 / 2) according to the first embodiment of the present invention. [Figure 28] It is a diagram showing the variable effect pattern table according to the first embodiment of the present invention. [Figure 29] It is a diagram showing the preview determination table 1 (pre-preview before reach) according to the first embodiment of the present invention. <00001This figure shows an embodiment of the cut-in preview according to the first embodiment of the present invention. [Figure 41] This figure shows an embodiment of the judging presentation according to the first embodiment of the present invention. [Figure 42] This figure shows a (1 / 3) aspect of the conversation preview according to the first embodiment of the present invention. [Figure 43] This figure shows an embodiment (2 / 3) of the conversation announcement according to the first embodiment of the present invention. [Figure 44] This figure shows an embodiment (3 / 3) of the conversation announcement according to the first embodiment of the present invention. [Figure 45] This figure shows the mode of the jackpot 1 game entry judgment sequence (jackpot judgment) according to the first embodiment of the present invention. [Figure 46] This figure shows (A) a performance symbol determination table for special wins, (B) a performance symbol determination table for minor wins, (C) a performance determination table for minor wins, (D1) notification mode A during minor win games, and (D2) notification mode B during minor win games, according to the first embodiment of the present invention. [Figure 47] This figure shows the mode of winning a minor prize according to the first embodiment of the present invention, and the mode of notification during a minor prize game. [Figure 48] This figure shows a notification method indicating passage through a specific area during a minor win game according to the first embodiment of the present invention, and a notification method indicating non-passage through a specific area during a minor win game. [Figure 49] This figure shows modified examples of (B) the presentation pattern determination table (minor win) and (C) the presentation determination table during a minor win according to the first embodiment of the present invention. [Figure 50] This figure shows the icon change table during the time-saving game state according to the first embodiment of the present invention. [Figure 51] This figure shows (A-1) a special symbol win determination table (first start gate), (A-2) a special symbol win determination table (second start gate), and (B) a normal symbol win determination table according to a second embodiment of the present invention. [Figure 52] This figure shows (A) a special symbol determination table according to a second embodiment of the present invention, (1) first start gate, (2) second start gate, and (3) second start gate_minor win. [Figure 53] This is a transition diagram of the game state according to the second embodiment of the present invention. [Figure 54] This figure shows a list of transition destinations for each special symbol in the current time-saving game state (state) according to the second embodiment of the present invention. [Figure 55] This is a flowchart showing the special symbol variation processing according to the second embodiment of the present invention. [Figure 56] This figure shows a notification method for the time-saving game state according to the second embodiment of the present invention. [Figure 57] This figure shows a notification method for the time-saving game state according to the second embodiment of the present invention. [Figure 58] This figure shows (A) a special symbol determination table according to the third embodiment of the present invention, (1) first start gate, (2-1) second start gate_time-saving game state 1-2, (2-2) second start gate_time-saving game state 3, (2-3) second start gate_time-saving game state 4, and (3) minor win. [Figure 59] This is a transition diagram of the game state according to the third embodiment of the present invention. [Figure 60] This is a flowchart showing the special symbol variation processing according to the third embodiment of the present invention. [Figure 61] This figure shows the notification mode in a special mode according to the third embodiment of the present invention. [Figure 62] This figure shows the notification mode in a special mode according to the third embodiment of the present invention. [Figure 63] This figure shows the notification mode in a special mode according to the third embodiment of the present invention. [Figure 64] This figure shows the notification mode in a special mode according to the third embodiment of the present invention. [Figure 65] This figure shows a right-handed hitting promotion animation according to the third embodiment of the present invention. [Figure 66] This figure shows modified examples of (2-2) second start gate_time-saving game state 3 and (3) second start gate_minor win according to the third embodiment of the present invention. [Figure 67] This shows the sequence for entering the time-saving game state 2 according to a third embodiment (modified version) of the present invention. [Modes for carrying out the invention]
[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below, using a pachinko game machine 1 as an example, with reference to the drawings. In the following description, "front," "rear," "left," "right," "up," and "down" refer to the pachinko game machine 1 shown in Figure 1 as viewed from the player's side.
[0011] As shown in Figure 1, the pachinko game machine 1 includes an outer frame 2 for installation on a game machine island (not shown) in a game parlor, an inner frame 3 pivotally supported by the outer frame 2 and detachably holding the game board 6, a glass frame 4 pivotally supported by the inner frame 3 and facing the front of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a receiving tray member 5 pivotally supported by the inner frame 3 and located below the glass frame 4, capable of storing game balls.
[0012] The central frame 3 is equipped with a launching device for launching game balls into the game area 7 of the game board 6, and a launching handle 8 is provided to operate this launching device. The launching handle 8 can be grasped by the player and rotated within a predetermined range, and the amount of rotation (volume) can be adjusted to control the launching strength when launching game balls into the game area 7. For example, when rotated by the first amount (first launching strength), game balls are launched to the left side of the game area 7 (game area 7a) (so-called "left-handed shooting" is possible), and when rotated by the second amount, which is greater than the first amount (second launching strength), game balls are launched to the right side of the game area 7 (game area 7b) (so-called "right-handed shooting" is possible). Game area 7a forms a predetermined path, and game area 7b forms a specific path.
[0013] The launch handle 8 is equipped with a handle touch sensor (not shown). This handle touch sensor turns ON when the launch handle 8 is held by the player, and this ON signal is input to the payout control board 300. This allows the system to determine that the launch handle 8 is being held by the player.
[0014] The glass frame 4 is equipped with a light-emitting device 9 (lamp, LED, etc.), which allows the pachinko game machine 1 to be decorated with light. For example, in the special symbol win detection process described later, if a special symbol win is detected, the device can emit rainbow-colored light to indicate that a special symbol win has occurred.
[0015] The light-emitting device 9 includes an LED for the performance button 14. The LED for the performance button is located inside the performance button 14 and is covered from above by a transparent cover, making its illumination pattern visible. For example, the LED for the performance button can emit light in white, blue, green, red, and rainbow colors.
[0016] Furthermore, a speaker 10 is provided in the upper part of the glass frame 4, which can output music (BGM), voices, and sound effects. For example, when the normal game state (described later) is controlled, music corresponding to the normal game state can be output, and when the time-saving game state is controlled, music corresponding to the time-saving game state can be output. In addition, a lower speaker (not shown) is provided in the lower part of the glass frame 4, which can output voices and sound effects. A speaker lamp (not shown) is provided in this lower speaker, which lights up in the prize-winning flash effect described later.
[0017] The light-emitting device 9 and speaker 10 are capable of issuing an abnormality notification when an abnormality occurs in the pachinko game machine 1. For example, the light-emitting device 9 can emit light in a light-emitting pattern specifically for abnormality notification, and the speaker 10 can output voice or warning sounds that notify the specific details of the abnormality.
[0018] The receiving tray member 5 consists of an upper receiving tray 5a and a lower receiving tray 5b. When the amount of game balls stored in the upper receiving tray 5a exceeds a certain amount, the game balls are dispensed into the lower receiving tray 5b. The receiving tray member 5 is also equipped with a ball release button 11 for discharging the game balls stored in the upper receiving tray 5a into the lower receiving tray 5b at the end of the game, a ball dispensing button 12 for requesting the dispensing of game balls from a game ball dispensing device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the slot of the game ball dispensing device, a balance display unit 12a for displaying the balance of the valuable medium, and a ball dispensing available lamp 12b for indicating that ball dispensing is possible by operating the ball dispensing button 12.
[0019] Furthermore, the receiving tray member 5 is provided with an effect button 14 and an effect lever 15, which can be operated by the player when an action prompting the player to operate each operating means is performed. The effect button 14 and the effect lever 15 may be provided independently or as a single unit.
[0020] Furthermore, vibration devices may be provided on one or both of the performance buttons 14 and the performance lever 15 to cause them to vibrate. For example, they may vibrate as a pre-announcement effect, or they may vibrate to notify the player that they are about to transition to a big win or a minor win (described later). Note that only one of the performance buttons 14 and the performance lever 15 may be provided, multiple of one of them may be provided, or multiple of each may be provided.
[0021] Furthermore, the effective operation period for the performance lever 15 may be set simultaneously with the effective operation period for the performance button 14, or vice versa. For example, if the performance lever 15 is operated while the performance button 14 is being prompted to be operated, it may be determined that an input for operating the performance lever 15 has been received, and the corresponding performance may be executed.
[0022] Furthermore, the receiving tray member 5 is equipped with a directional pad 16 that can be operated by the player for adjusting the volume of music (BGM), voices, and sound effects output from the speaker 10, adjusting the light intensity emitted from the light-emitting device 9, selecting a mode (described later), and activating a menu screen to perform operations corresponding to each menu. Note that the directional pad 16 functions as an operation device for selecting a mode and performing operations related to the menu screen, and separate, dedicated operation devices for adjusting volume and light intensity may be provided independently.
[0023] Next, the configuration of the rear side of the pachinko game machine 1 will be explained based on Figure 2. The rear side of the pachinko game machine 1 is equipped with various control boards, such as the main control board 100, the performance control board 200, the payout control board 300 and payout device 304, and the power supply board 400 (more precisely, these various control boards are mounted on the rear of the inner frame 3).
[0024] Furthermore, the main control board 100 is equipped with a RAM clear switch 105. The RAM clear switch 105 is a switch used to initialize the game information that is overwritten when a game is played in the area of the main RAM 103. For example, if the game is in a time-saving game state when the arcade closes, the administrator (for example, an arcade employee) can press the RAM clear switch 105 while turning on the power to clear the game information from the time-saving game state, and the game can be started from the normal game state when the arcade opens the next day.
[0025] Furthermore, the RAM clear switch 105 also serves as a switch for switching between setting values in the setting change state described later. For example, if there are six setting values, when setting value "1" is displayed on the display unit 104 described later, pressing the RAM clear switch 105 once will switch from setting value "1" to setting value "2", pressing the RAM clear switch 105 once more will switch from setting value "2" to setting value "3", and so on, with each subsequent press of the RAM clear switch 105 switching to setting value "4", setting value "5", setting value "6", and so on. When setting value "6" is displayed on the display unit 104, pressing the RAM clear switch 105 once will switch from setting value "6" to setting value "1".
[0026] Although the RAM clear switch 105 is provided on the main control board 100, it may also be provided on the power supply board 400, or directly on the inner frame 3, as long as it is possible to input to the main control board 100.
[0027] Furthermore, the main control board 100 is provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of the multiple setting values described later. Specifically, when a setting change key (not shown) managed by an employee of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from vertical to horizontal), and at the same time the RAM clear switch 105 is pressed, the power to the pachinko machine 1 is turned ON (power SW 400a is turned ON), the machine enters a setting change state in which the setting value can be set.
[0028] The setting change keyhole 31 is also used to check the currently set setting value. Specifically, when a setting change key managed by an employee of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power to the pachinko machine 1 is turned ON (power switch SW400a is turned ON), the machine enters a setting confirmation state in which the setting value can be checked.
[0029] The setting change keyhole 31 can be rotated by a setting change key, and for example, the main CPU 101 can detect three positions (states) in the vertical, horizontal, and diagonal directions. Although the setting change keyhole 31 is provided on the main control board 100, its location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.
[0030] Furthermore, the main control board 100 is equipped with a display unit 104. The display unit 104 displays the set value when the setting has been changed or when the setting has been confirmed. If the setting has not been changed or when the setting has not been confirmed, it displays game performance information calculated using a formula such as "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100".
[0031] Game performance information is calculated every interrupt (for example, every 4ms) when the settings are not changed or confirmed (for example, when the timer interrupt process is permitted), and at predetermined display timings (for example, every 5 seconds), the current section and the past three sections (the section before, the section before, and the section before) can be displayed. In other words, the display switches as follows: display of the current section → predetermined time elapsed (5 seconds elapsed) → display of past section (1) → predetermined time elapsed (5 seconds elapsed) → display of past section (2) → predetermined time elapsed (5 seconds elapsed) → display of past section (3) → predetermined time elapsed (5 seconds elapsed) → display of the current section.
[0032] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or a transparent synthetic resin material, and an image display device 26 is detachably assembled to the back side. The game board 6 has a game area 7 on which game balls can roll, and an outer rail member 18 and an inner rail member 19 are formed to guide the game balls launched from the launching device into the game area 7.
[0033] Furthermore, the game area 7 includes a gate member 20 through which game balls can pass, a first starting opening 21 into which game balls can enter, a stage 17 to facilitate entry into the first starting opening 21, a second starting opening 22 into which game balls can enter, a regular prize opening 23 into which game balls can enter, a first large prize opening 24 into which game balls can enter when the later-described Big Win 1 game or Big Win 2 game is being played, a second large prize opening 32 into which game balls can enter when the later-described Small Win game is being played, an out opening 25 for discharging game balls that did not enter any of the prize openings to the outside of the game area (game ball discharge trough), a movable body 28 that moves in the vertical direction, and other features such as game nails (not shown) and windmills.
[0034] In this embodiment, the entry of a game ball into the first starting opening 21, the second starting opening 22, the regular prize opening 23, the first large prize opening 24, and the second large prize opening 32 may be referred to as "winning" or "ball entry," and the entry of a game ball into the first starting opening 21 and the second starting opening 22 may be referred to as "starting prize entry."
[0035] The game area 7 has a game area 7a (a game area where players play left-handed) formed to the left of the center (dotted line C) and a game area 7b (a game area where players play right-handed) formed to the right of the center.
[0036] The gate member 20 is located in the right-center part of the game area 7, and allows game balls to pass through when "right-handed shooting" is performed, where game balls are launched to the right side of the game area 7. It is also always open upwards, allowing game balls to pass through at all times. When a game ball passes through the gate member 20 and is detected by the gate detection SW20a, the "gate detection processing" described below is performed, and the "normal symbol hit determination processing" is performed to determine whether or not to extend the protruding member (not shown) provided in the second start opening 22. After the normal symbol variation time has elapsed, the "normal symbol variation game" is executed, which derives the determination result of the normal symbol hit determination processing. Note that the gate member 20 may also be located in the left-center part of the game area 7.
[0037] When a regular symbol variation game is being played based on a ball passing through the gate member 20, if another game ball passes through the gate member 20, the execution of that regular symbol variation game is suspended. Up to four games can be suspended in addition to the regular symbol variation game that is currently being played. Specifically, the main RAM 103 is provided with a hold memory area for normal symbol variation games. This hold memory area consists of a "current variation memory area" corresponding to the currently varying normal symbol variation game, a "first memory area" corresponding to the normal symbol variation game to be played after the currently varying normal symbol variation game has finished, and then a "second memory area," a "third memory area," and a "fourth memory area." When the currently varying normal symbol variation game finishes, the judgment information (each random value) stored in the "first memory area" is moved to the "current variation memory area," the judgment information stored in the "second memory area" is moved to the "first memory area," the judgment information stored in the "third memory area" is moved to the "second memory area," the judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty.
[0038] The first starting port 21 is located in the center of the game area 7. When the game ball is launched to the left of the game area 7, so-called "left-handed shooting," the game ball can enter the port. When the game ball is launched to the right, so-called "right-handed shooting," the game ball cannot enter the port. It is also always open upwards, allowing the game ball to enter at all times. When a game ball enters the first starting port 21 and is detected by the first starting port detection SW21a, for example, if "3" game balls are dispensed as prize balls, and if any of the reserve memory areas are empty in addition to the prize balls, a special symbol win determination process is performed, and the special symbols and decorative symbols (including the fourth symbol) described later are displayed in a variable manner. After the variable time has elapsed, the result of the special symbol win determination process (special symbols and decorative symbols) is derived (confirmed and displayed) in a "symbol variation game."
[0039] When a symbol variation game is being played based on a ball entering the first starting port 21, if another game ball enters the first starting port 21, the execution of the symbol variation game based on that ball is suspended. Up to four symbol variation games can be suspended in addition to the one currently in progress.
[0040] Specifically, the main RAM 103 is provided with a reserved memory area for symbol variation games. This reserved memory area consists of a "variation memory area" corresponding to the currently changing symbol variation game, a "first memory area" corresponding to the symbol variation game to be played after the currently changing symbol variation game has finished, and then a "second memory area," a "third memory area," and a "fourth memory area." When the currently changing symbol variation game finishes with judgment information stored in all reserved memory areas, the judgment information stored in the "first memory area" is moved to the "variation memory area," the judgment information stored in the "second memory area" is moved to the "first memory area," the judgment information stored in the "third memory area" is moved to the "second memory area," the judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. The first start opening 21 is an entry opening into which game balls can be entered, but it may also be configured as a passage area through which game balls can pass.
[0041] Furthermore, a start port light-emitting device 210a is provided around the first start port 21. The start port light-emitting device 210a can emit light to notify when a game ball enters the first start port 21, or, when performing the hold pre-reading effect described later, it can emit light in the same color as the hold icon (or the variable icon) that is the target of the hold pre-reading effect. As a result, even if the hold icon (or the variable icon) is temporarily hidden (for example, during a super reach), the color of the hidden hold icon (or the variable icon) can be recognized from the light emitted by the start port light-emitting device 210a.
[0042] The second starting port 22 is located in the right-center part of the game area 7. When the game ball is launched to the right side of the game area 7, so-called "right-handed shooting" is performed, and when the game ball is launched to the right side of the game area 7, the game ball can enter the port. However, when the game ball is launched to the left, so-called "left-handed shooting" is performed, the game ball cannot enter the port. In addition, unlike the first starting port 21, the second starting port 22 is not always open upwards and, in principle, does not allow the game ball to enter (it is in a "closed" state). That is, the second starting port 22 has a protruding member that can project forward, and the game ball can only enter when this protruding member is projected forward (in an "open" state).
[0043] Whether or not to allow the game balls to enter by extending the protruding member forward is determined in the normal symbol win detection process, and it is possible to open and close it in the manner shown in "Opening and Closing of the Second Start Opening" in Figure 6. When a game ball enters the second start opening 22 and is detected by the second start opening detection SW22a, for example, "2" game balls are dispensed as prize balls, and the symbol variation game is executed.
[0044] When a symbol variation game is being played based on a ball entering the second starting port 22, if another game ball enters the second starting port 22, the execution of the symbol variation game based on that ball is suspended, similar to the first starting port 21. Up to four symbol variation games can be suspended, excluding the one currently in progress. The memory area is the same as that of the first starting port 21, so no explanation is provided.
[0045] In addition, although a protruding member that moves in the front-rear direction was used as the second starting opening 22, a so-called "electric tulip" with movable wing pieces may also be used. Furthermore, although the second starting opening 22 is an entry opening into which game balls can enter, it may also be configured as a passage area through which game balls can pass.
[0046] Furthermore, in this embodiment, the sequence of events in which game balls enter the first starting port 21 and the second starting port 22, a special symbol win determination process is performed, the special symbol and decorative symbol are displayed in a variable manner, and after the variable time has elapsed, the determination result of the special symbol win determination process (special symbol and decorative symbol) is derived (confirmed display) may be referred to as the "symbol variation game" or simply as the "single variation game." Also, the period during which the "symbol variation game" is performed may be referred to as the "variation display."
[0047] Furthermore, if one game ball enters the first starting port 21, the first special symbol display 27a and the image display device 26 execute a "symbol variation game" based on the entry of one game ball. If one game ball enters the second starting port 22, the second special symbol display 27b and the image display device 26 execute a "symbol variation game" based on the entry of one game ball. Therefore, "symbol variation game" refers to the general term for the games played by the first special symbol display 27a and the image display device 26, and the general term for the games played by the second special symbol display 27b and the image display device 26.
[0048] Furthermore, in this embodiment, the process of deriving the result of the special symbol hit detection process (special symbols and decorative symbols) after the variation time in the symbol variation game has elapsed is referred to as "confirmation display" (of the special symbols and decorative symbols). "Confirmation display" means that the special symbols and decorative symbols have completely stopped. On the other hand, in the symbol variation game, temporarily stopping the decorative symbols (excluding the fourth symbol in this case) before the variation time has elapsed is referred to as "temporary stop display" of the decorative symbols. Examples of "temporary stop display" include the left and right decorative symbols when it is a "reach" as described later, and the "shaking variation display" before "confirmation display". The "fluctuating display" before the "confirmation display" refers to the fluctuation display that occurs at the branching point where, for example, the decorative symbols "temporarily stop" on "767" and then "confirm" on "767", or the display of a losing "767" is temporarily stopped, a reversal sequence is performed to derive "777", and then "confirm" on "777". Note that the fourth symbol is set to "confirm" without a "temporarily stop display".
[0049] There are a total of four regular prize slots 23: three in the lower left and one in the lower right of the game area 7. The three regular prize slots 23 in the lower left allow game balls to enter when "left-handed shooting" is performed (but not when "right-handed shooting"), while the one regular prize slot 23 in the lower right allows game balls to enter when so-called "right-handed shooting" is performed (but not when "left-handed shooting"). In addition, like the first start slot 21, the regular prize slots 23 are always open upwards, allowing game balls to enter at all times. When a game ball enters a regular prize slot 23 and is detected by the regular prize slot detection SW23a, for example, eight game balls are dispensed as prize balls. The arrangement of the regular prize slots 23 can be changed arbitrarily, and the number can also be less than four. Furthermore, the number of prize balls awarded may differ between the three regular prize slots 23 in the lower left and the single regular prize slot 23 in the lower right.
[0050] The first large prize slot 24 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (but cannot enter when "left-handed shooting" is performed). The first large prize slot 24 has an opening and closing door, and when a special symbol win is determined in the special symbol win determination process, the big win 1 game is executed, the opening and closing door tilts forward, and game balls enter. When game balls enter the first large prize slot 24 and are detected by the first large prize slot detection SW24a, for example, "15" game balls are dispensed as prize balls.
[0051] In a jackpot game, the opening and closing door of the first large prize slot 24 opens (tilts forward) for the number of rounds (R) shown in Figure 6. For each round, it remains open (tilts forward) for 29.5 seconds (S = seconds). If 10 game balls are detected by the first large prize slot detection SW24a before 29.5 seconds have elapsed, the opening and closing door closes and the game proceeds to the next round, even if 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before 10 game balls are detected by the first large prize slot detection SW24a (so-called "attacker full open"), the opening and closing door closes and the game proceeds to the next round. In this case, the game ends for one round without reaching the specified number of 10 balls per round, which is disadvantageous to the player.
[0052] In this embodiment, a tilting opening / closing door is used as the first large prize winning opening 24, but a so-called "electric tulip" may be used, or a "shutter member" that moves back and forth in the front-to-back direction may be used.
[0053] The second large prize slot 32 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (they cannot enter when "left-handed shooting" is performed). In addition, a specific area (the so-called "V prize slot") into which game balls can enter is provided inside the second large prize slot 32. When a game ball enters the specific area, the second big win game is executed. Specifically, when a minor win is determined in the special symbol win determination process, the minor win game is executed, and the opening and closing door tilts forward to allow the game ball to enter. Furthermore, the cover member of the specific area is opened to allow the game ball to enter the specific area. When the minor win game is being executed (for example, in the first round), if a game ball enters the specific area, the minor win game ends and the second big win game is executed. In other words, in the second big win game, the opening and closing door of the first big prize slot 24 remains open (tilts forward) for the number of rounds shown in Figure 6. However, since the first round is a minor win game, the second big prize slot 32 opens, and the first big prize slot 24 opens from the second round onward.
[0054] Furthermore, a cover member (not shown) is provided in a specific area, and when a minor win game is being played, the cover member is in an open state. In this embodiment, special symbols that trigger a minor win game are special symbols F, G, and H. When these special symbols are played, the cover member is in an open state, allowing the game ball to enter the specific area. In other words, in a minor win game, as long as the player follows the instructions and "shoots to the right," it is possible to get the game ball into the specific area and play a major win game.
[0055] The image display device 26 has a display area covering almost the entire area and is positioned above the stage 17, allowing for the display of symbol variation games and performance images within the display area. In other words, based on the entry of a game ball into the first start port 21 or the second start port 22 and the determination of a special symbol win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are made to change (vertically scroll) in the variation display area. Note that whether the game ball enters the first start port 21 or the second start port 22, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are made to change (vertically scroll) in the variation display area in both cases (although the special symbol display devices are different, the decorative symbols used in the image display device 26 are the same).
[0056] Then, within the variation time, a visual effect image is displayed, and when the variation time has elapsed, if it is a special symbol win (or minor win), for example, the combination of "7"s is stopped on each decorative symbol and the combination of "777" is confirmed and displayed to notify that it is a special symbol win (or minor win). On the other hand, if it is a special symbol miss, for example, the combination of "765"s is confirmed and displayed to notify that it is a special symbol miss.
[0057] In addition, separate from each decorative symbol, the fourth symbol 26d (the "fourth" symbol following the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c mentioned above) can be displayed in the lower right of the display area, and can be displayed in sync with each decorative symbol, allowing for variable and confirmed display. Furthermore, the image display device 26 is capable of displaying the following: a first start port hold count image 26e which displays the number of hold counts for the symbol variation game in the first start port 21 as "0" to "4"; a second start port hold count image 26f which displays the number of hold counts for the symbol variation game in the second start port 22 as "0" to "4"; and a first hold ball image display area 26g, a second hold ball image display area 26h, a third hold ball image display area 26i, and a fourth hold ball image display area 26j (simply shown as "g", "h", "i", and "j" in Figure 3) which displays the number of hold counts for the symbol variation game in the first start port 21 and the second start port 22 using hold ball images. Furthermore, if judgment information is stored in both the memory area corresponding to the first start port 21 and the memory area corresponding to the second start port 22, in normal gameplay mode, only the reserved ball images corresponding to the first start port 21 will be displayed in "g", "h", "i", and "j", and in time-saving gameplay mode, only the reserved ball images corresponding to the second start port 22 will be displayed in "g", "h", "i", and "j".
[0058] Furthermore, the system can display a variable icon display area 26o (simply shown as "o" in Figure 3) which displays an icon image corresponding to the currently running variable symbol game.
[0059] The number of reserved balls displayed in the first start slot reserved ball count image 26e and the second start slot reserved ball count image 26f may be referred to as "number reserved balls" below. The reserved ball images displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j may be referred to as "reserved icons" below. The icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. The variable icon and reserved icon may also be collectively referred to simply as "icons".
[0060] In this example, the variable icon display area 26o, the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are displayed on the image display device 26. However, the system is not limited to this, and the images may be displayed on LEDs or lamps, or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-liquid crystal display").
[0061] The left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d are capable of displaying symbols from "1" to "8". If the result of the special symbol win determination process is a special symbol win, one of the following combinations of symbols can be displayed depending on the special symbol: "111", "222", "333", "444", "555", "666", "777", or "888". If the result of the special symbol win determination process is a minor win, one of the following combinations of symbols can be displayed: "111", "222", "444", "555", "666", or "888".
[0062] On the other hand, if the special symbol win determination process results in a special symbol miss, it is possible to display symbol combinations other than those mentioned above. If it is a miss, in the special symbol variation patterns described later, if a special symbol variation pattern with a "reach" is determined, a symbol combination such as "767" will be displayed as confirmed, and if a special symbol variation pattern without a "reach" is determined, a symbol combination such as "765" will be displayed as confirmed.
[0063] The combination of symbols that is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c is the same as the combination of symbols that is confirmed by the fourth symbol 26d. For example, if "777" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then "777" will also be confirmed by the fourth symbol 26d. If "767" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then "767" will also be confirmed by the fourth symbol 26d.
[0064] "Reach" refers to a state where the left decorative symbol 26a and the right decorative symbol 26c display the same number (temporarily stopped display), and the middle decorative symbol 26b is in a variable display state (the symbols that are temporarily stopped and the symbols that are variable display are not limited to these). In this embodiment, if the result of the "special symbol win determination process" is a special symbol win, the game is always configured to go through a "reach" state, so it can be said that this is a state in which the player can expect a winning game.
[0065] Furthermore, the fourth symbol 26d does not have to be a combination of the symbols described above; it may simply display a single-digit number, a two-digit number, a symbol or character, or the type of symbol may be distinguished by the difference in the color of the light emitted.
[0066] The symbol display device 27 is located outside the game area (outside the outer rail member 18), which is a different area from the game area 7 of the game board 6. The symbol display device 27 is equipped with a first special symbol display 27a, which is displayed and controlled by the main control board 100 and executes a symbol variation game based on a game ball entering the first start opening 21, and a second special symbol display 27b, which executes a symbol variation game based on a game ball entering the second start opening 22. The first special symbol display 27a and the second special symbol display 27b are composed of 7-segment displays. In the symbol variation game, the special symbols flash with a "-" (horizontal bar symbol) from the start of the variation, and when it is time to derive the judgment result of the special symbol hit judgment process, if it is a miss, the "-" (horizontal bar symbol) is lit up (confirmation display), and if it is a special symbol hit, for example, a "7" is lit up (confirmation display). In other words, "special patterns" refer to patterns that are displayed and controlled by the main control board 100.
[0067] In this embodiment, the "special pattern," as well as the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d described above, may be simply referred to as "patterns" or "identification information." Furthermore, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, which are managed by the performance control board 200, may be simply referred to as "decorative patterns" or "performance patterns." In addition, the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d, which are managed by the performance control board 200, may be collectively referred to as "sub-patterns."
[0068] The pattern display device 27 is equipped with a first special pattern hold indicator 27c, which is controlled by the main control board 100 to display the number of reserved pattern variation games based on a game ball entering the first start port 21, and a second special pattern hold indicator 27d, which displays the number of reserved pattern variation games based on a game ball entering the second start port 22.
[0069] The first special symbol hold indicator 27c and the second special symbol hold indicator 27d are composed of two dot LED indicators and can display the number of holds by being "off", "on", or "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing".
[0070] Furthermore, the symbol display device 27 is equipped with a normal symbol display unit 27e, which is controlled by the main control board 100 and executes a normal symbol variation game based on whether a game ball has passed through the gate member 20. The normal symbol display unit 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of the variation, it repeatedly performs the actions of turning one on and turning the other off, and turning one off and turning the other on, until it is time to derive the judgment result of the normal symbol hit judgment process. If it is a normal symbol miss, it displays a confirmation by turning one on and turning the other off, and if it is a normal symbol hit, it displays a confirmation by turning one off and turning the other on.
[0071] Furthermore, the symbol display device 27 is equipped with a regular symbol hold indicator 27f, which is controlled by the main control board 100 and displays the number of reserved symbols in a regular symbol variation game based on the number of game balls passing through the gate member 20. The regular symbol hold indicator 27f is composed of two dot LED indicators, similar to the first special symbol hold indicator 27c, and the way in which the number of reserved symbols is displayed is also the same, so a detailed explanation is omitted.
[0072] Furthermore, the symbol display device 27 is equipped with a round indicator 27g that is controlled by the main control board 100 and displays the "number of rounds (see Figure 6)". The round indicator 27g consists of "2" dot LED indicators, with separate indicators for 4 rounds, 6 rounds, and 10 rounds. For example, if a special symbol win occurs with special symbol A, the LED indicator for 4 rounds lights up and the others turn off. If a win occurs with special symbol D, the LED indicator for 10 rounds lights up and the others turn off.
[0073] The game board 6 is equipped with multiple lighting devices 29 (for example, full-color LEDs), which enhance the decorative appeal of the pachinko game machine 1 by illuminating in a predetermined light emission pattern when the pachinko game machine 1 is powered on. For example, as shown by reference numeral 29 in Figure 3, the lighting devices 29 can decorate the entire game area 7 of the game board 6. Furthermore, all of the lighting devices 29 can be turned off to highlight the display content of the image display device 26. The predetermined light emission pattern consists of multiple light emission patterns that define the light emission speed, light emission color, and which LEDs are illuminated and which are not.
[0074] To the right of the image display device 26, a first special symbol sub-hold indicator 29a, a second special symbol sub-hold indicator 29b, and a right-hand play indicator 29c are provided as a form of the panel lighting device 29. The first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b are displayed and controlled by the performance control board 200 and consist of two dot LED indicators that can display the number of holds by "off", "on", and "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing".
[0075] The right-hand shooting indicator 29c is controlled by the performance control board 200 and lights up, for example, when an opening command is received during a big win or a small win game, or when a game state specification command (time reduction) is received. This prompts the player to shoot to the right. On the other hand, it is turned off when in normal game state (turned off when a game state specification command (normal) is received), which prompts the player to shoot to the left. In this case, the right-hand shooting indicator 29c is turned off to prompt the player to shoot to the left, but a left-hand shooting indicator may also be provided and the player may be prompted to shoot to the left by turning on the left-hand shooting indicator.
[0076] Next, we will explain the internal configuration (block diagram of the control system) of the pachinko game machine 1 based on Figure 4. Note that explanations of the configuration of the game board 6 in Figure 3 will be omitted as appropriate.
[0077] The pachinko game machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. The payout control board 300 is also connected so that only one-way communication is possible from the payout control board 300 to the performance control board 200. The power supply board 400 receives external power via a power plug (not shown) and is connected so that the supplied external power can be supplied to any of the main control board 100, the performance control board 200, or the payout control board 300.
[0078] The main control board 100 is a control board that primarily controls the progress of the game. The main control board 100 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various indicators and drive control to various solenoids.
[0079] The performance control board 200 is a control board that primarily controls all aspects of performance, including display, sound, light emission, movement of movable parts, and vibration. The performance control board 200 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various displays.
[0080] The main control board 100 includes a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores the control program necessary for the control processing related to the progress of the game, and a main RAM 103 that allows reading and writing necessary for the control processing related to the progress of the game. In addition, although not shown in the diagram, it also includes an interrupt controller circuit that provides interrupt signals to the main CPU 101, and a hardware random number generation circuit that generates random numbers within a certain range. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0081] The main RAM 103 is provided with storage areas (not shown) for managing various types of information. Examples include a setting value storage area for storing setting value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a jackpot state storage area for storing the state during a jackpot game, a minor win state storage area for storing the state during a minor win game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol win state storage area for storing the state during a normal symbol win game.
[0082] The main RAM 103 is equipped with counters (not shown) for managing various information (time and count). Examples include a time-saving game count counter for counting (memorizing) the number of times the symbol variation game has been played in the time-saving game state, a time management counter for managing various time periods (e.g., opening time), and a round count counter for managing the number of rounds in the first jackpot game and the second jackpot game.
[0083] The gate detection SW20a is installed inside the passage opening of the gate member 20 of the game board 6 and is a SW for detecting when a game ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness or relay board, and when the passage of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, controls the system to immediately execute the normal symbol variation game if the normal symbol hold indicator 27f is not executing the normal symbol variation game and no judgment information is stored in any of the variation memory areas for normal symbols from the relevant memory area to the 4th memory area. For example, if judgment information is stored up to the 3rd memory area, the system controls the system to postpone the execution of the normal symbol variation game, and if judgment information is stored up to the 4th memory area, the system controls the system not to postpone the execution of the normal symbol variation game.
[0084] The first start port detection SW21a is located inside the prize entry point of the first start port 21 of the game board 6, and is a switch for detecting when a game ball enters the first start port 21. In other words, the first start port detection SW21a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 3 game balls to the payout control board 300 as prize balls for the game balls entering the first start port 21.
[0085] Furthermore, when input is received from the first start port detection SW21a, the main control board 100 controls the first special symbol display 27a to immediately execute the symbol variation game if neither the first special symbol display 27a nor the second special symbol display 27b is executing the symbol variation game, and no judgment information is stored in any of the variation memory areas to the fourth memory area for special symbols (first start port). For example, if judgment information is stored up to the third memory area, the control board controls the execution of the symbol variation game to be postponed, and if judgment information is stored up to the fourth memory area, the control board controls the execution of the symbol variation game not to be postponed.
[0086] The second start port detection SW22a is located inside the prize entry point of the second start port 22 and is a switch for detecting when a game ball enters the second start port 22. In other words, the second start port detection SW22a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense two game balls to the payout control board 300 as prize balls for the game balls entering the second start port 22.
[0087] Furthermore, when input is received from the second start port detection SW22a, the main control board 100 controls the second special symbol display 27b to immediately start the symbol variation game if neither the first special symbol display 27a nor the second special symbol display 27b is currently running the symbol variation game. The configuration of the memory area is the same as that of the first start port 21, so the explanation is omitted.
[0088] The second start port opening / closing solenoid 22b is located behind the second start port 22 and is a solenoid that causes the protruding member provided on the second start port 22 to open and close. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness or relay board, and the main control board 100 drives and controls the second start port opening / closing solenoid 22b to open and close it in the manner shown in "Opening and Closing of the Second Start Port" in Figure 6 when the normal symbol hit detection process determines that it is a normal symbol hit.
[0089] The normal prize entry detection SW23a is located inside the normal prize entry 23 of the game board 6 and is a switch for detecting when a game ball enters the normal prize entry 23. In other words, the normal prize entry detection SW23a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100, having received the detected information, then executes a process to dispense 8 game balls to the payout control board 300 as prize balls for the game balls entering the normal prize entry 23.
[0090] The first large prize slot detection SW24a is located inside the prize slot of the first large prize slot 24 and is a switch for detecting when a game ball enters the first large prize slot 24. In other words, the first large prize slot detection SW24a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100, having received the detected information, then executes a process to dispense 15 game balls to the payout control board 300 as prize balls for the game ball entering the first large prize slot 24.
[0091] The first large prize opening opening / closing solenoid 24b is located behind or to the side of the first large prize opening 24 and is a solenoid that causes the opening / closing door of the first large prize opening 24 to open and close. In other words, the first large prize opening opening / closing solenoid 24b and the main control board 100 are connected via a harness or relay board, and the main control board 100 drives and controls the first large prize opening opening / closing solenoid 24b to open and close the opening / closing door over the number of rounds shown in Figure 6 during one big win game.
[0092] The second large prize slot detection SW32a is located inside the prize slot of the second large prize slot 32 and is a switch for detecting when a game ball enters the second large prize slot 32. In other words, the second large prize slot detection SW32a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100, having received the detected information, then processes the payout control board 300 to dispense "15" game balls as prize balls for the game ball entering the second large prize slot 32.
[0093] The second large prize opening opening / closing solenoid 32b is located behind the second large prize opening 32 and is a solenoid that causes the opening / closing door of the second large prize opening 32 to open and close. In other words, the second large prize opening opening / closing solenoid 32b and the main control board 100 are connected via a harness or relay board, and the main control board 100 drives and controls the second large prize opening opening / closing solenoid 32b when it determines that a minor win has occurred in the special symbol win determination process.
[0094] The specific area detection SW32c is located in a specific area inside the second large prize pocket 32 and is a switch for detecting when a game ball enters the specific area of the second large prize pocket 32. In other words, the specific area detection SW32c and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100, having received the detected information, then processes the payout control board 300 to dispense "15" game balls as prize balls for the game ball entering the specific area. Furthermore, the main control board 100, having received the detected information, processes the termination of the minor prize game and transition to the major prize game 2.
[0095] The specific area opening / closing solenoid 32d is located behind the specific area and is a solenoid used to open and close a lid member located in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness or relay board, and the main control board 100 drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when a minor win is determined in the special symbol win determination process. The opening and closing times of the lid member can be set to any desired time.
[0096] The out detection SW25a is located downstream of the flow path that collects game balls that enter the first start opening 21 and are detected by the first start opening detection SW21a, game balls that enter the second start opening 22 and are detected by the second start opening detection SW22a, game balls that enter the normal prize opening 23 and are detected by the normal prize opening detection SW23a, game balls that enter the first large prize opening 24 and are detected by the first large prize opening detection SW24a, game balls that enter the second large prize opening 32 and are detected by the second large prize opening detection SW32a, and game balls that enter the out opening 25.
[0097] The out detection switch 25a and the main control board 100 are connected via a harness or relay board, and when a game ball enters the machine, the detected information is input to the main control board 100. This allows the main control board 100 to determine the number of out balls. Alternatively, an out detection switch may be provided at the out port 25, and the game balls detected by this out detection switch may be counted as out balls.
[0098] The first special symbol display unit 27a is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing a symbol variation game based on the entry of a game ball into the first start opening 21. In other words, the first special symbol display unit 27a and the main control board 100 are connected via a harness or relay board, and the main control board 100 displays and controls the symbol variation game on the first special symbol display unit 27a when the conditions for executing the symbol variation game on the first special symbol display unit 27a are met.
[0099] The second special symbol display unit 27b is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing a symbol variation game based on the entry of a game ball into the second start opening 22. In other words, the second special symbol display unit 27b and the main control board 100 are connected via a harness or relay board, and the main control board 100 displays and controls the symbol variation game on the second special symbol display unit 27b when the conditions for executing the symbol variation game on the second special symbol display unit 27b are met.
[0100] The first special symbol hold indicator 27c is installed on the symbol display device 27 and is controlled by the main control board 100. It is an indicator that displays the number of hold symbols in a symbol variation game based on a game ball entering the first start port 21. In other words, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness or relay board. When the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, it controls the display of the first special symbol hold indicator 27c (changing from off to on, or on to blinking) if the upper limit of hold symbols (4) has not been reached. On the other hand, when the symbol variation game based on a game ball entering the currently changing first start port 21 ends, the display of the first special symbol hold indicator 27c is controlled (changing from blinking to on, or on to off). The second special symbol hold indicator 27d has a similar configuration, so its explanation is omitted.
[0101] The standard symbol display unit 27e is provided on the symbol display device 27 and is a display unit for executing a standard symbol variation game that is displayed and controlled by the main control board 100. In other words, the standard symbol display unit 27e and the main control board 100 are connected via a harness or relay board, and the main control board 100 displays and controls the standard symbol variation game on the standard symbol display unit 27e when the conditions for executing the standard symbol variation game on the standard symbol display unit 27e are met.
[0102] The regular symbol hold indicator 27f is installed on the symbol display device 27 and is controlled by the main control board 100. It is an indicator that displays the number of regular symbol variation game balls held based on the number of game balls that have passed through the gate member 20. In other words, the regular symbol hold indicator 27f and the main control board 100 are connected via a harness or relay board. When the main control board 100 receives information that a game ball has been detected from the gate detection SW20a, it controls the display of the regular symbol hold indicator 27f (from off to on, or on to blinking) if the upper limit of the hold (4 balls) has not been reached. On the other hand, when the currently running regular symbol variation game ends, it controls the display of the regular symbol hold indicator 27f (from blinking to on, or on to off).
[0103] The round indicator 27g is located on the symbol display device 27 and is controlled by the main control board 100 to display the number of rounds. In other words, the round indicator 27g and the main control board 100 are connected via a harness or relay board, etc. For example, when a symbol variation game that has been determined to be a special symbol win by the special symbol win determination process ends and a special symbol indicating a win (for example, "7") is displayed on the first special symbol indicator 27a, the corresponding round number LED indicator is controlled to light up. While the first big win game or the second big win game is being played, the round indicator 27g is continuously controlled to light up, and when the first big win game or the second big win game ends, the round indicator 27g is controlled to turn off.
[0104] The magnetic sensors 27h are installed in multiple locations on the game board 6 and are sensors for detecting magnetism. In other words, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc. For example, if a magnetism exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect magnetism. When magnetism is detected, information that magnetism has been detected (error designation command for magnetic anomaly) is sent to the performance control board 200. This enables notification that magnetism has been detected.
[0105] The radio wave sensors 27i are installed in multiple locations on the game board 6 and are sensors for detecting radio waves. In other words, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc. For example, when a radio wave exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the radio wave. When a radio wave is detected, information that a radio wave has been detected (an error designation command for radio wave abnormality) is transmitted to the performance control board 200. This enables notification that a radio wave has been detected.
[0106] The performance control board 200 is provided with a performance control unit 200a, which includes a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control program necessary for the performance control processing, and a sub-RAM 203 that is readable and writeable as necessary for the performance control processing. In addition, an image / sound control unit 200b is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication, which includes an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 that has a frame buffer for storing image generation data, etc. Furthermore, a light-emitting drive control unit 200c is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication. The light-emitting drive control unit 200c includes a light-emitting drive CPU 208 that executes light-emitting control processing and drive control processing, a light-emitting drive ROM 209 that stores the control programs necessary for the light-emitting control processing and drive control processing, and a light-emitting drive RAM 210 that is capable of reading and writing necessary for the light-emitting control processing and drive control processing.
[0107] Furthermore, the performance control unit 200a is connected to accept input from the performance button detection SW14a, the performance lever detection SW15a, and the directional key detection SW16a.
[0108] The performance button detection SW14a is located on the performance button 14 and is a switch that detects when the performance button 14 is pressed by a player while the performance button 14 is within its valid operation time. In other words, the performance button detection SW14a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance button 14 has been pressed is input to the performance control board 200. The performance control board 200, having received the information indicating that the performance button 14 has been pressed, then controls the performance corresponding to the press of the performance button 14 via the image display device 26 and speaker 10. Here, for example, in a symbol variation game, the performance button 14 has a set valid operation time (also called the valid operation period) for a predetermined period of time, and the performance button detection SW14a only detects presses when the valid operation time is set.
[0109] The performance lever detection SW15a is located on the performance lever 15 and is a switch for detecting when the performance lever 15 is operated by a player while the performance lever 15 is within its effective operation time. In other words, the performance lever detection SW15a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance lever 15 has been operated is input to the performance control board 200. The performance control board 200, having received information indicating that the performance lever 15 has been operated, then controls the performance corresponding to the operation of the performance lever 15 via the image display device 26 and speaker 10. Here, for example, in a symbol variation game, the performance lever 15 has an effective operation time set for a predetermined period of time, and the performance lever detection SW15a only detects operations when the effective operation time is set.
[0110] The directional pad detection switch 16a is located on the directional pad button 16 and is a switch for detecting when the directional pad button 16 is pressed by the player. In other words, the directional pad detection switch 16a and the performance control board 200 are connected via a harness or relay board, and information indicating that the directional pad button 16 has been operated is input to the performance control board 200.
[0111] The directional pad buttons 16 can be used to adjust the light intensity emitted from the light-emitting device 9, the light intensity emitted from the image display device 26, and the volume emitted from the speaker 10. Specifically, pressing the up button on the directional pad buttons 16 increases the light intensity (in steps), pressing the down button on the directional pad buttons 16 decreases the light intensity (in steps), pressing the right button on the directional pad buttons 16 increases the volume (in steps), and pressing the left button on the directional pad buttons 16 decreases the volume (in steps).
[0112] The light intensity can be set in three levels: "strong," "medium," and "weak," or it can be further subdivided into five levels. Similarly, the volume can be set in three levels: "high," "medium," and "low," or it can be further subdivided into five levels. The image display device 26 may also display a level gauge image indicating the degree of adjustment for the light intensity and volume, and the speaker 10 may emit adjustment sounds corresponding to the levels. For example, if the volume adjustment level is configured in five levels, the adjustment sound corresponding to the lowest volume level 1 may be "Do♪," the adjustment sound corresponding to volume level 2 may be "Re♪," the adjustment sound corresponding to volume level 3 may be "Mi♪," the adjustment sound corresponding to volume level 4 may be "Fa♪," and the adjustment sound corresponding to the highest volume level 5 may be "So♪." The adjustment sounds may also be output at volume values corresponding to the volume levels. For example, the volume value of "Re♪" may be higher than that of "Do♪."
[0113] The level gauge image may be displayed in a manner that matches the level of light intensity or volume, or it may be displayed in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that matches the level of light intensity or volume would mean, for example, that the size (display area) of the level gauge image indicating volume level 2, which has a higher volume value than volume level 1, is displayed larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a display manner that is constant regardless of the level of light intensity or volume would mean that the size (display area) of the level gauge image does not change whether it is volume level 1 or volume level 2.
[0114] Furthermore, the adjustment sound corresponding to the volume level may be set to emit a sound like "beep" at any level, with the volume value varying for each level. Specifically, it is envisioned that when the volume level is 1, a "beep" sound will be emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep" sound will be emitted at a volume value corresponding to volume level 2 (a volume value higher than volume level 1).
[0115] In this embodiment, the adjustment of light intensity and volume can be performed when the symbol variation game is not in progress, but it may also be possible to perform these adjustments when the symbol variation game is in progress. In this case, it is preferable to perform the adjustments without displaying the level gauge image and without emitting the adjustment sound, or by displaying it in a small size and outputting the adjustment sound at a low volume. This prevents the visual effects and sound effects corresponding to the symbol variation game from being obstructed by the level gauge image and adjustment sound.
[0116] Furthermore, it may be possible to adjust the light intensity and volume during the execution of the Big Win 1 game, Big Win 2 game, and Minor Win game. In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the light intensity and volume are adjusted when the symbol variation game is not in progress, or the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the light intensity and volume are adjusted when the symbol variation game is in progress.
[0117] Although the level gauge image is displayed on the image display device 26 as described above, if another display device is provided in addition to the image display device 26, the image may be displayed on that other display device. This would prevent the content displayed on the image display device 26 from interfering with the display of the level gauge image. Furthermore, when the light intensity is adjusted, the level gauge image may be displayed, but the adjustment sound may not be output.
[0118] The image / sound control unit 200b is connected to an image display device 26, which can display image information generated by the image / sound control unit 200b. Additionally, a speaker 10 is connected to the image / sound control unit 200b, which can output sound information generated by the image / sound control unit 200b.
[0119] Speaker 10 is capable of outputting music (BGM), voices, and sound effects. For example, if information indicating a closed state is not received from the frame open detection SW3a (described later), it outputs a notification sound indicating that the middle frame 3 is open. In other words, speaker 10 and the image / sound control unit 200b are connected via a harness or relay board, and the aforementioned sounds are output from speaker 10 under the control of the image / sound control unit 200b.
[0120] Furthermore, the light-emitting device 9, the start port light-emitting device 210a, and the panel lighting device 29 are connected to the light-emitting drive control unit 200c, and the light emission can be controlled by the light-emitting drive control unit 200c. In addition, the panel drive device 30 is connected to the light-emitting drive control unit 200c, and the movable body 28 can be driven and controlled via the panel drive device 30.
[0121] The movable body 28 is installed on the game board 6 and is capable of actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of winning a game.
[0122] Furthermore, upon receiving a power-related subcommand, the movable body 28 performs an initial operation in front of the display area of the image display device 26 to confirm that the aforementioned operations such as "dropping," "swinging," and "rotating" are performed correctly. As this initial operation involves the movable body 28 moving to the front of the display area of the image display device 26, the display content shown in the display area becomes difficult to see for a certain period of time due to the movable body 28. However, even if the display content shown in the display area becomes difficult to see due to the initial operation, other components (for example, the start port light-emitting device 210a, the first special symbol hold indicator 27c, the panel lighting device 29, etc.) will not become difficult to see due to the initial operation of the movable body 28.
[0123] Although not shown in the diagram, the system also includes an interrupt controller circuit that provides interrupt signals to the sub-CPU 201, and a hardware random number generator circuit that generates random numbers within a certain range.
[0124] The payout control board 300 is a control board that primarily controls the payout of game balls. The payout control board 300 includes a payout CPU 301 that executes payout control processing, a payout ROM 302 that stores the control program necessary for the payout control processing, and a payout RAM 303 that allows reading and writing necessary for the payout control processing. A payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are dispensed into the upper tray 5a.
[0125] Specifically, if the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, for example, it will send a payout command signal to the payout control board 300 to pay out 3 prize balls. Upon receiving this signal, the payout control board 300 will control the payout device 304 to pay out 3 prize balls into the upper tray 5a.
[0126] Furthermore, the launch handle 8 is connected to the payout control board 300 via a harness or the like. When a player touches the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of the launch volume (not shown) provided on the launch handle 8.
[0127] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness, and by controlling the launching device 305, game balls are launched into the game area 7. Specifically, when the payout control board 300 receives input that the player is gripping the launching handle 8 and the amount of rotation of the launching handle 8, it controls the launching device 305 with a launching strength corresponding to the amount of rotation of the launching handle 8 to launch game balls.
[0128] Furthermore, the payout control board 300 is connected via a ball dispensing unit or the like to receive input signals from the ball dispensing button 12 shown in Figure 1. When the ball dispensing button 12 is operated by a player, the payout control board 300 controls the payout device 304 to dispense a number of game balls corresponding to one operation of the ball dispensing button 12 (for example, 125 balls) into the upper tray 5a.
[0129] The frame open detection SW3a is located on the middle frame 3 and can detect the "open" state, such as when the glass frame 4 is open, when the glass frame 4 and middle frame 3 are open, or when the middle frame 3 is open, as well as the "closed" state, when the glass frame 4 and middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness or relay board, and when the frame is in the "closed" state, information indicating that it is closed is input to the dispensing control board 300. On the other hand, when the frame is in the "open" state, information indicating that it is closed is not input to the dispensing control board 300, and the dispensing control board 300 can detect that the frame is in the "open" state because no such information is input. The dispensing control board 300 can also transmit information detected as being in the "closed" state and information detected as being in the "open" state (frame open error specification command) to the performance control board 200.
[0130] A passage is formed between the upper tray 5a and the lower tray 5b to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full-tank detection switch 300a is provided in this passage. If the game balls guided to the lower tray 5b are not discharged (outside the game machine) but stored there, the game balls will remain in the passage, and when a predetermined amount remains, the full-tank detection switch 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full-tank detection switch 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full-tank detection switch 300a is ON to the performance control board 200. This makes it possible for the performance control board 200 to issue a notification prompting the player to discharge the game balls stored in the lower tray 5b.
[0131] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the payout control board 300 via harnesses and the like. It receives external power via a power plug (not shown) and supplies the received external power to the main control board 100, the performance control board 200, and the payout control board 300. Although not shown in the diagram, the power supply board 400 is equipped with a conversion circuit that converts external power (100 volts AC) to 24 volts DC.
[0132] Next, the special symbol win determination table and the regular symbol win determination table will be explained using Figure 5. The special symbol win determination table (first start gate) in Figure 5 (A-1) and the special symbol win determination table (second start gate) in Figure 5 (A-2) are stored in the main ROM 102. In this embodiment, six setting values can be set, and Figures 5 (A-1) and (A-2) show examples of special symbol win determination tables for setting value 1, with descriptions of other setting values omitted. For example, if the setting value is set to 1, the main CPU 101 performs special symbol win determination processing by referring to the special symbol win determination table for setting value 1, and if the setting value is set to 6, it performs special symbol win determination processing by referring to the special symbol win determination table for setting value 6 (not shown). Note that the setting value is not limited to "6" levels, but can be any value. For example, it could be "4" levels or "2" levels.
[0133] Furthermore, the machine may not have any setting values, and may only have the special symbol hit determination table shown in Figures 5(A-1) and 5(A-2) (it may be considered a machine without settings). Alternatively, it may have setting values, but only have the special symbol hit determination table shown in Figures 5(A-1) and 5(A-2). In other words, it is acceptable to have only one setting value, while using the same main control board processing as a gaming machine with multiple setting value levels. Also, even if only one setting value is provided, it is acceptable to have setting value change processing and setting value confirmation processing. In this way, processing can be standardized between a gaming machine with multiple setting value levels (a machine with settings) and a gaming machine with only one setting value level (essentially a machine without settings), thus reducing the workload for developers. Also, when only one setting value is provided, the main control board 100 can be the same as that used in a gaming machine with multiple setting value levels (hardware can also be standardized). In this way, components can be standardized, thus reducing costs.
[0134] In the special symbol win determination table (first start gate) in Figure 5 (A-1), the probability of a special symbol win being determined in the special symbol win determination process is "1 / 319" and the probability of a special symbol miss being determined is "318 / 319" when the game state is normal game state and when the game state is shortened time game state. In addition, regardless of the game state, a ball entering the first start gate 21 will never be determined as a minor win.
[0135] In the special symbol win determination table (second start gate) in Figure 5 (A-2), when the game state is the time-saving game state, the probability of determining a special symbol win in the special symbol win determination process is "1 / 319", the probability of determining a special symbol miss is "311 / 319", and the probability of determining a minor win is "6.8 / 311" (approximately 1 / 45).
[0136] In this embodiment, the game includes a normal game state, a time-saving game state 1, a time-saving game state 2, and a time-saving game state 3. In time-saving game states 1 to 3, compared to the normal game state, as shown in Figures 5(B) and 6(B), the normal symbol win determination process makes it easier to win with a normal symbol, and a favorable opening and closing mode is selected for the protruding member of the second start opening 22 when a normal symbol win occurs. Therefore, time-saving game states 1 to 3 are more advantageous for the player than the normal game state. Note that time-saving game states correspond to specific game states.
[0137] In this embodiment, as shown in Figure 3, the gate member 20 is provided on the right side of the game area 7, but not on the left side. If, in normal gameplay, the player shoots to the right and passes the game ball through the gate member 20, as shown in Figure 5, the probability of a normal win is "4 / 256", so the protruding member of the second start opening 22 can open. However, since the opening time is "0.9S", it is difficult to get the game ball into the second start opening 22, and most of the shot game balls will pass through the out opening 25. Therefore, in normal gameplay, shooting to the left and getting the game ball into the first start opening 21 is the optimal way for the player to play. For this reason, when the gate detection SW20a detects a game ball in normal gameplay, a left-shoot notification is issued to encourage the player to play in the optimal way.
[0138] If, during normal gameplay, the player shoots to the right and the game ball passes through the gate member 20, resulting in the game ball entering the second start opening 22, the special symbol win detection process will not be executed. This prevents inappropriate gameplay.
[0139] Next, the normal symbol win determination table in Figure 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of a normal symbol win being determined in the normal symbol win determination process is "4 / 256", and the probability of a normal symbol loss is "252 / 256". When the game state is shortened time game state 1 to 3, the probability of a normal symbol win being determined in the normal symbol win determination process is "255 / 256", and the probability of a normal symbol loss is "1 / 256". Therefore, it can be said that shortened time game state 1 to 3 is more advantageous for the player than the normal game state, as it is easier to determine a normal symbol win in the normal symbol win determination process.
[0140] Next, the special symbol determination table and the regular symbol determination table will be explained using Figure 6. First, the special symbol determination table in Figure 6(A) has two tables: (1) the table for the first start port, which is referenced when determining which special symbol will be displayed on the first special symbol indicator 27a based on whether the special symbol hit determination process is performed based on whether a game ball has entered the first start port 21, and whether the result is a special symbol hit or a special symbol miss; and (2) the table for the second start port, which is referenced when determining which special symbol will be displayed on the second special symbol indicator 27b based on whether the special symbol hit determination process is performed based on whether a game ball has entered the second start port 22, and whether the result is a special symbol hit or a special symbol miss. These tables are stored in the main ROM 102. The main CPU 101 then refers to the table corresponding to the start port into which the game ball entered and determines the special symbol based on the result of the special symbol hit determination process.
[0141] In this embodiment, the game awarded when a special symbol win is determined based on a game ball entering the first starting port 21 is called "Big Win 1 Game," the game awarded when a special symbol win is determined based on a game ball entering the second starting port 22 is called "Big Win 1 Game," the game awarded when a minor win is determined based on a game ball entering the second starting port 22 is called "Minor Win Game," and the game awarded when a Type 2 Big Win transition control process (described later) is executed as a result of the execution of the "Minor Win Game" is called "Big Win 2 Game." In other words, the pachinko game machine 1 in this embodiment is a so-called "Type 1 and Type 2 mixed machine" that has a route to transition to a Big Win game via a special symbol win and a route to transition to a Big Win game via a minor win game.
[0142] In the special symbol determination table in (1) of Figure 6(A), if the special symbol hit determination process is performed and it is determined to be a special symbol hit, the main CPU 101 determines one of the special symbols from "Special Symbol A" and "Special Symbol B". Specifically, when a game ball enters the first start opening 21, a random number for special symbol determination is obtained, and the special symbol is determined by referring to the obtained random number for special symbol determination. For example, if the obtained random number for special symbol determination is "0 to 50", "Special Symbol A" is determined, and if the obtained random number for special symbol determination is "51 to 99", "Special Symbol B" is determined. Once the special symbol is determined, the "number of rounds" and "after 1 big win" (game state after 1 big win) are uniquely determined. If "Special Symbol A" is determined, 4 rounds are assigned as the "number of rounds", and time-saving game state 2 is assigned as the "after 1 big win". If "Special Symbol B" is determined, 4 rounds are assigned as the "Number of Rounds," and the game returns to a normal play state as "After 1 Big Win." On the other hand, if the special symbol hit detection process results in a special symbol miss, the main CPU 101 determines "Special Symbol C." "Special Symbol C," being a special symbol miss, does not have a set "Number of Rounds" or "After 1 Big Win." For example, if "Special Symbol C" is determined in a normal play state, the game remains in a normal play state even after the "Special Symbol C" is confirmed and displayed.
[0143] In the special symbol determination table in (2) of Figure 6(A), if the special symbol hit determination process is performed and it is a special symbol hit, the main CPU 101 determines "Special Symbol D". The specific determination method is the same as in (1) of Figure 6(A), so the explanation is omitted. If "Special Symbol D" is determined, 10 rounds are assigned as the "Number of Rounds", and the time-saving game state in which the player was at the time of the special symbol hit is assigned as "After Big Win 1 Game". For example, if the player was in time-saving game state 1 and won a special symbol, time-saving game state 1 is assigned to Big Win 1 Game. If the player was in time-saving game state 2 and won a special symbol, time-saving game state 2 is assigned to Big Win 1 Game. If the player was in time-saving game state 3 and won a special symbol, time-saving game state 3 is assigned to Big Win 1 Game. On the other hand, if the special symbol hit determination process is performed and it is a special symbol miss, the main CPU 101 determines "Special Symbol E".
[0144] In the special symbol determination table in (3) of Figure 6(A), if the special symbol hit detection process results in a minor win, the main CPU 101 determines one of the special symbols from "Special Symbol F", "Special Symbol G", and "Special Symbol H". The specific determination method is the same as in (1) of Figure 6(A), so the explanation is omitted, but "Special Symbol G" is the most likely to be determined, followed by "Special Symbol H", and "Special Symbol F" is the least likely to be determined.
[0145] If "Special Symbol F" is determined, 6 rounds will be awarded as the "Number of Rounds," and the "Time-Saving Game State 3" will be awarded as "After 2 Big Wins." If "Special Symbol G" is determined, 6 rounds will be awarded as the "Number of Rounds," and the "Time-Saving Game State 2" will be awarded as "After 2 Big Wins." If "Special Symbol H" is determined, 6 rounds will be awarded as the "Number of Rounds," and the "Time-Saving Game State 1" will be awarded as "After 2 Big Wins."
[0146] In Figure 6(A) (3), the 6 rounds in the special symbol determination table refer, strictly speaking, to the first round being a minor win game and the second to sixth rounds being two major win games. As will be explained in detail later in the minor win game processing section, the condition for transitioning to the second round and beyond is that the specific area detection SW32c detects a game ball during the first round of the minor win game. If the specific area detection SW32c does not detect a game ball during the first round of the minor win game, the game will not proceed to the second round, and will end after only the minor win game has been executed. After the minor win game ends, the game will transition to the time-saving game state that was in effect when the minor win was achieved (it will return to the time-saving game state that was in effect when the win was achieved).
[0147] Next, the normal symbol determination table in Figure 6(B) is stored in the main ROM 102 and is a table that is referenced when determining which normal symbol to display on the normal symbol display 27e based on the normal symbol hit determination process performed when a game ball has passed through the gate member 20, depending on whether it is a normal symbol hit or a normal symbol miss. When the game state is the normal game state, the main CPU 101 determines "Normal Symbol A" in the normal symbol determination process performed in the normal symbol-related processing if it is a normal symbol hit, and determines "Normal Symbol B" if it is a normal symbol miss. Also, when the game state is the time-saving game state 1 to 3, the main CPU 101 determines "Normal Symbol C" in the normal symbol determination process performed in the normal symbol-related processing if it is a normal symbol hit, and determines "Normal Symbol D" if it is a normal symbol miss.
[0148] Even with regular symbols, the content awarded is uniquely determined, just like with special symbols. If "Regular Symbol A" is determined, the protruding member of the second start opening 22 opens "1" time in "0.9S". If "Regular Symbol B" is determined, the protruding member of the second start opening 22 does not open. If "Regular Symbol C" is determined, the protruding member of the second start opening 22 opens "3" times in "1.8S". If "Regular Symbol D" is determined, the protruding member of the second start opening 22 does not open. Therefore, in the case of a regular symbol win, the opening and closing pattern of the protruding member of the second start opening 22 is more advantageous in the time-saving game states 1 to 3 than in the normal game state, making these game states more favorable to the player.
[0149] The state in which the protruding member of the second start port 22 opens 3 times in 1.8 seconds is referred to as the "electric support state." On the other hand, the state in which the protruding member of the second start port 22 opens 1 time in 0.9 seconds is referred to as the "non-electric support state." For example, when the main CPU 101 controls the "electric support state," it sets "1" in the normal symbol state flag storage area of the main RAM 103, and when it controls the "non-electric support state," it sets "0" in the normal symbol state flag storage area of the main RAM 103.
[0150] As described above, since it is more advantageous for the player to be awarded one jackpot game based on balls entering the second start port 22 rather than based on balls entering the first start port 21, in the time-saving game states 1 to 3 where the second start port 22 can be opened in "1.8S x 3 times", the optimal game for the player is to shoot to the right and get the game balls into the second start port 22. Furthermore, since minor jackpot games are not awarded based on balls entering the first start port 21, and are only awarded based on balls entering the second start port 22, it is more advantageous for the player to have the special symbol win determination process performed based on balls entering the second start port 22. Therefore, in the time-saving game states 1 to 3, the optimal game for the player is to shoot to the right and get the game balls into the second start port 22. Therefore, in the time-saving game states 1 to 3, when the first start port detection SW21a detects a game ball, a right-hand shooting notification is issued to encourage the player to play in the most optimal way for them.
[0151] Next, Figure 6(C) shows the round details for each winning special symbol. For special symbols A and B, the first large prize opening 24 will be open for 29.5 seconds per round, and this will be repeated four times. For special symbol D, the first large prize opening 24 will be open for 29.5 seconds per round, and this will be repeated ten times. For special symbols F, G, and H, the second large prize opening 32 will be open for 10 seconds in the first round, and the first large prize opening 24 will be open for 29.5 seconds in the second round, and this will be repeated five times. Furthermore, in the case of special symbols F, G, and H, for example, if the launch handle 8 is maintained at the second launch intensity, it is possible to make the game ball enter the specific area detection SW32c in the first round, and also to make the game ball enter the first large prize opening 24 in the second round and beyond (there is no need to change the launch intensity between the first round and the second round and beyond). This prevents the game from becoming complicated for the player.
[0152] In addition, during minor win games, the minor win game may end before 10 seconds have elapsed if one ball enters the specific area detection SW32c and nine balls enter the second major prize entry point detection SW32a.
[0153] In this embodiment, the game states include a normal game state and time-saving game states 1 to 3. Both the normal game state and the time-saving game states are low-probability states (special symbol win probability of 1 / 319), and this embodiment does not include a high-probability state. Furthermore, only the time-saving game state is an "electric support state," while the normal game state, jackpot 1 game, jackpot 2 game, and minor win game are "non-electric support states." A high-probability state may be included.
[0154] The time-saving game mode ends when the game transitions to a big win or a minor win (first termination condition). Other termination conditions include, for example, when the symbol variation game has been played a predetermined number of times (second termination condition).
[0155] Next, we will explain the special symbol variation pattern table using Figure 7. The special symbol variation pattern table in Figure 7 is stored in the main ROM 102 and is a table that is referenced when determining the variation time in the symbol variation game.
[0156] When the game state is in the normal game state, if the special symbol win determination process is performed and the result is a special symbol miss, the main CPU 101 determines one of the variation patterns from "Variation Pattern 1" to "Variation Pattern 8". For example, when a game ball enters the first start opening 21, a random number for reach determination is obtained, and if this random number for reach determination matches a random number that executes a reach, one of the variation patterns from "Variation Pattern 3" to "Variation Pattern 8" is determined. If the random number for reach determination does not match a random number that executes a reach, then "Variation Pattern 1" or "Variation Pattern 2" is determined. For example, random numbers from 0 to 89 correspond to "do not execute a reach", and random numbers from 90 to 99 correspond to "execute a reach", so if the symbol variation game with a special symbol miss is performed 10 times, a reach will be executed in one of those times.
[0157] On the other hand, when the game state is the normal game state, if the special symbol win determination process is performed and it is determined to be a special symbol win, the main CPU 101 refers to the random value for determining the special symbol variation pattern obtained when the game ball enters the first start opening 21, for example, and determines one of the variation patterns from "Variation Pattern 9" to "Variation Pattern 14".
[0158] Then, once the variation pattern is determined, the "performance content" and the "variation time" (seconds S) are determined in a unique way. If "Variation Pattern 1" is determined, "Shortened Variation" is determined as the "performance content" and "2S" is determined as the "variation time". "Shortened Variation" refers to a variation that does not result in a reach and stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c simultaneously. If "Variation Pattern 2" is determined, "Normal Variation" is determined as the "performance content" and "7S" is determined as the "variation time". "Normal Variation" refers to a variation that does not result in a reach and stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c in order. If "Variation Pattern 3" is determined, "Normal Reach" is determined as the "performance content" and "15S" is determined as the "variation time". A "normal reach" is a reach that occurs but does not involve any special development animations (for example, an animation where the middle decorative symbol 26b changes after a temporary stop due to a miss). Because it is selected in a low proportion when the special symbol is hit and in a high proportion when the special symbol is missed, it is positioned as a reach with a low expectation of hitting the special symbol.
[0159] If "Variation Pattern 4" is determined, "Super Reach 1" is determined as the "Performance Content" and "40S" is determined as the "Variation Time". "Super Reach 1" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the development destination. It is positioned as a reach with a higher expectation of a special symbol win than a "normal reach".
[0160] If "Variation Pattern 5" is determined, "Super Reach 2-1" is determined as the "Performance Content" and "50S" is determined as the "Variation Time". "Super Reach 2-1" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the development destination. It is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach" and "Super Reach 1".
[0161] If "Variation Pattern 6" is determined, "Super Reach 2-2" is determined as the "Performance Content" and "55S" is determined as the "Variation Time". "Super Reach 2-2" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the development destination. It is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1", and "Super Reach 2-1".
[0162] If "Variation Pattern 7" is determined, "Super Reach 2-3" is determined as the "Performance Content" and "60S" is determined as the "Variation Time". "Super Reach 2-3" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the development destination. It is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1", "Super Reach 2-1", and "Super Reach 2-2".
[0163] If "Variation Pattern 8" is determined, "Super Reach 3" is determined as the "Performance Content" and "60S" is determined as the "Variation Time". "Super Reach 3" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the destination of the development. It is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1", "Super Reach 2-1", "Super Reach 2-2", and "Super Reach 2-3".
[0164] "Variation Pattern 9" to "Variation Pattern 13" are special symbol wins for "Super Reach 1", "Super Reach 2-1", "Super Reach 2-2", "Super Reach 2-3", and "Super Reach 3", so their explanation will be omitted.
[0165] If "Variation Pattern 14" is determined, "Full Rotation Reach" is determined as the "Performance Content" and "120S" is determined as the "Variation Time". "Full Rotation Reach" is a reach in which the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are aligned as "111", "222", "333", "444", "555", "666", "777", and "888", and then scroll (display) slowly, and finally display "777", for example.
[0166] Furthermore, the selectable variation patterns in the case of a special symbol win may be determined by the selected special symbol. For example, variation patterns 9 to 12 may be selectable regardless of whether special symbol A or special symbol B is selected, while variation patterns 13 to 14 may be selectable only when special symbol A is selected. Alternatively, variation patterns 9 to 14 may be selectable regardless of whether special symbol A or special symbol B is selected.
[0167] When the game state is in time-saving game state 1 to 3, the main CPU 101 performs a special symbol hit detection process, and if the result is a special symbol miss, it determines one of the following "variation patterns 15" to "variation patterns 18". "Variation pattern 18" is a super reach exclusive to time-saving game states 1 to 3.
[0168] Furthermore, when the game state is in time-saving game state 1 to 3, if the special symbol win determination process results in a special symbol win or a minor win, then "Variation Pattern 19" is determined. Also, when the game state is in time-saving game state 1 to 3, if the special symbol win determination process results in a special symbol win, then "Variation Pattern 20" is determined. In other words, "Variation Pattern 20" can only be determined when there is a special symbol win, and not when there is a minor win.
[0169] Next, the commands transmitted from the main control board 100 to the performance control board 200 will be explained based on Figures 8 and 9. Note that Figures 8 and 9 show only the main commands, and some commands have been omitted from the description.
[0170] The "First Special Symbol Memory Designation Command" (0-4) indicates the number of First Special Symbols to be held. When the number of First Special Symbols to be held increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0171] The "Second Special Symbol Memory Designation Command" (0-4) indicates the number of second special symbols to be held. When the number of second special symbols increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0172] The "specified symbol command" indicates the type of special symbol that will be displayed when the special symbol is stopped. When the type of special symbol is determined and the display of the special symbol changes begins, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0173] The "minor win designation command" indicates that a minor win has been achieved. It is set in the main RAM 103 when the special symbol variation display begins and is transmitted to the performance control board 200. Upon receiving this command, the performance control board 200 determines the combination of decorative symbols that will announce the minor win.
[0174] The "special symbol variation pattern specification command" indicates the variation time of the special symbols on the first special symbol display 27a or the second special symbol display 27b. It is set in the main RAM 103 when the variation display of the special symbols starts on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the performance control board 200.
[0175] The "Special Symbol Confirmation Command" indicates that a special symbol has been stopped and displayed. It is set in the main RAM 103 when the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the performance control board 200.
[0176] The "Normal Symbol Confirmation Command" indicates that a normal symbol has stopped being displayed. It is set in the main RAM 103 when the normal symbol display unit 27e stops displaying a normal symbol, and is transmitted to the performance control board 200.
[0177] The "Starting Gate Prize Designation Command" is used to notify the performance control board 200 in advance that a game ball has entered the starting gate and the result of the special symbol win determination process. It is set in the main RAM 103 and transmitted to the performance control board 200 when a game ball enters the first starting gate 21 or the second starting gate 22.
[0178] The "Grand Prize Entrance Designation Command" is used to notify the performance control board 200 of the entry of a game ball into the first grand prize entrance 24 and the entry of a game ball into the second grand prize entrance 32. When a game ball enters the first grand prize entrance 24 or the second grand prize entrance 32, the command is set in the main RAM 103 and transmitted to the performance control board 200.
[0179] The "Specific Area Prize Designation Command" is used to notify the performance control board 200 of a game ball entering a specific area detection SW32c. When a game ball enters the specific area detection SW32c, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0180] The "Special Feature Winning Game Opening Designation Command" indicates the start of a jackpot game. It is set in the main RAM 103 when a 4-round or 10-round jackpot game begins and transmitted to the performance control board 200.
[0181] The "Opening Designation Command for Minor Win Game" indicates the start of a minor win game. When a minor win game starts, it is set in the main RAM 103 and transmitted to the performance control board 200. Furthermore, when the minor win game ends and the major win 2 game begins, an opening designation command indicating the start of the major win 2 game may also be provided.
[0182] The "round specification command" indicates the number of rounds for the first and second jackpot games. It is set in the main RAM 103 when the rounds of each jackpot game begin and transmitted to the performance control board 200.
[0183] The "Special Feature Winning Game Ending Designation Command" indicates the end of the first and second big win games. It is set in the main RAM 103 when each big win game ends and transmitted to the performance control board 200.
[0184] The "Ending Designation Command for Minor Win Game" indicates the end of a minor win game. When the minor win game ends, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0185] The "Normal Symbol Memory Specification Command" (0-4) indicates the number of normal symbols to be held. When the value stored in the normal symbol holding count memory area increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0186] The "Normal Symbol Specification Command" (Normal Symbol 0-3) indicates the type of normal symbol to be stopped and displayed on the normal symbol display unit 27e. When various normal symbols are determined and the variation display of normal symbols begins, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0187] The "Normal Symbol Variation Specification Command" indicates the variation time of the normal symbols on the normal symbol display unit 27e. It is set in the main RAM 103 when the variation display of the normal symbols begins and is transmitted to the performance control board 200.
[0188] The "Opening Designation Command for Regular Win" indicates that a regular win game is about to begin. It is set in the main RAM 103 when a regular win game starts and transmitted to the performance control board 200.
[0189] The "Ending Specification Command for Regular Wins" indicates the end of various regular win games. It is set in the main RAM 103 when a regular win game ends and transmitted to the performance control board 200.
[0190] The "Game State Specification Command" indicates whether the game is in normal game state or time-saving game state 1-3. Depending on the game state specification command, it is set in the main RAM 103 at the start of the special symbol variation, at the end of the special symbol variation (at the start of the first and second jackpot games), and at the end of the first and second jackpot games, and transmitted to the performance control board 200. The details of each game state specification command are also described in the flowchart.
[0191] The "Power-On Command" and the "Power-Restore Command" (for waiting for customers, during special symbol changes, and during special symbol wins) indicate whether or not powering on the pachinko machine 1 involves the initialization of the main RAM 103. When the power to the pachinko machine 1 is turned ON, the power-on command or power-restore command corresponding to whether or not the main RAM 103 has been initialized and the game state is transmitted to the performance control board 200.
[0192] The "customer waiting state specification command" indicates that the machine is in a customer waiting state where no special symbol changes are displayed. When the machine enters this state, the command is set in the main RAM 103 and transmitted to the performance control board 200.
[0193] The "error specification command" (various types) indicates that an error has occurred in the pachinko game machine 1 and the type of error. When the occurrence of any type of abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0194] The "Error Clearing Command" (various types) indicates that an error that occurred in the pachinko game machine 1 has been resolved. When the resolution of any abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200.
[0195] The "setting value specification commands" (1-6) indicate the setting values set in the pachinko game machine 1, and are sent to the performance control board 200 after the power of the pachinko game machine 1 is turned ON, specifically after the power-on specification command or power-restoration specification command is sent, or during the execution of the setting change process or the execution of the setting confirmation process.
[0196] The "Setting Value Change in Progress" command indicates that a setting change process is being executed and is sent to the performance control board 200 while the setting change process is running. The "Checking Settings Command" indicates that the settings confirmation process is being executed and is sent to the performance control board 200 while the settings confirmation process is running. The "Setting Value Confirmation Complete Command" indicates that the setting confirmation process has finished and is sent to the performance control board 200 during the execution of the setting confirmation process.
[0197] Next, the transitions between game states in this embodiment will be explained using Figure 10. The game states in this embodiment consist of a normal game state, a time-saving game state 1, a time-saving game state 2, and a time-saving game state 3.
[0198] First, the arrow labeled "I" indicates the transition when, in normal gameplay, a special win occurs based on a ball entering the first starting slot 21, and special symbol B is determined. In this case, after the first big win game ends, the game returns to normal gameplay.
[0199] Next, the arrow from the normal game state to the time-saving game state 2 indicates the transition when, in the normal game state, a special symbol win occurs based on a ball entering the first start slot 21, and special symbol A is determined. In this case, after the end of the big win 1 game, the game enters the time-saving game state 2.
[0200] On the other hand, the arrow from the time-saving game state 2 to the normal game state in (B) indicates the transition when the maximum number of times in time-saving game state 2 (for example, 26 times) is reached without being judged as a special symbol win or a minor win. In this case, time-saving game state 2 ends and the game returns to the normal game state. When the maximum number of times in time-saving game state 2 (for example, 26 times) is reached, if judgment information is stored in the reserve memory area corresponding to the second start port 22, that judgment information is judged as a special symbol win at a rate of 1 / 319 and a minor win at a rate of 1 / 45. If a special symbol win or a minor win is achieved, the destination is determined as if the player had been in time-saving game state 2.
[0201] Next, the arrow labeled "H" suggests several possibilities. The first is that in time-saving game state 2, a special symbol win occurs and special symbol D is determined. In this case, after the end of the first big win game, the game returns to time-saving game state 2. The second is that in time-saving game state 2, a minor win (regardless of the special symbol) occurs, and the specific area detection SW32c does not detect a game ball during the minor win game. In this case, after the end of the minor win game, the game returns to time-saving game state 2. The third is that in time-saving game state 2, a minor win occurs with special symbol G, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from the minor win game to the second big win game, and after the end of the second big win game, the game returns to time-saving game state 2.
[0202] Next, the arrow from time-saving game state 2 to time-saving game state 1 indicates that in time-saving game state 2, a minor win occurs with special symbol H, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to big win 2 game, and after the end of big win 2 game, it returns to time-saving game state 1.
[0203] On the other hand, the arrow from time-saving game state 1 to time-saving game state 2 indicates that in time-saving game state 1, a minor win occurs with special symbol G, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to major win 2 game, and after the end of major win 2 game, it enters time-saving game state 2.
[0204] Next, the arrow labeled "Ho" suggests several possibilities. The first is that in time-saving game state 1, a special symbol win occurs and special symbol D is determined. In this case, after the end of the big win 1 game, the game returns to time-saving game state 1. The second is that in time-saving game state 1, a minor win (regardless of the special symbol) occurs, and the specific area detection SW32c does not detect a game ball during the minor win game. In this case, after the end of the minor win game, the game returns to time-saving game state 1. The third is that in time-saving game state 1, a minor win occurs with special symbol H, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to big win 2 game, and after the end of big win 2 game, the game returns to time-saving game state 1.
[0205] Next, the arrow from time-saving game state 3 to time-saving game state 1 indicates that in time-saving game state 3, a minor win occurs with special symbol H, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to big win 2 game, and after the end of big win 2 game, it returns to time-saving game state 1.
[0206] On the other hand, the arrow from time-saving game state 1 to time-saving game state 3 indicates that in time-saving game state 1, a minor win occurs with special symbol F, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to major win 2 game, and after the end of major win 2 game, it enters time-saving game state 3.
[0207] Next, the arrow "T" suggests several possibilities. The first is when a special symbol win occurs in time-saving game state 3, and special symbol D is determined. In this case, after the end of the first big win game, the game returns to time-saving game state 3. The second is when a minor win (regardless of the special symbol) occurs in time-saving game state 3, and the specific area detection SW32c does not detect a game ball during the minor win game. In this case, after the end of the minor win game, the game returns to time-saving game state 3. The third is when a minor win occurs with special symbol F in time-saving game state 3, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to big win game 2, and after the end of big win game 2, the game returns to time-saving game state 3.
[0208] Next, the arrow from time-saving game state 3 to time-saving game state 2 indicates that in time-saving game state 3, a minor win occurs with special symbol G, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to big win 2 game, and after the end of big win 2 game, it returns to time-saving game state 2.
[0209] On the other hand, the arrow indicating the transition from time-saving game state 2 to time-saving game state 3 occurs when, in time-saving game state 2, a minor win occurs with special symbol F, and the specific area detection SW32c detects a game ball during the minor win game. In this case, the game transitions from minor win game to big win 2 game, and after the end of big win 2 game, it enters time-saving game state 3.
[0210] Next, the arrow indicates the transition when the maximum number of times (e.g., 1 time) for time-saving game state 1 is reached without being judged as a special symbol win or a minor win. In this case, time-saving game state 1 ends and the game returns to normal game state. If judgment information is stored in the reserve memory area corresponding to the second start port 22 when the maximum number of times (e.g., 1 time) for time-saving game state 1 is reached, the judgment information is judged as a special symbol win with a probability of 1 / 319 and a minor win with a probability of 1 / 45. If a special symbol win or a minor win is achieved, the destination is determined as if the player had been in time-saving game state 1.
[0211] Next, the arrow labeled "Nu" indicates the transition when the maximum number of plays in time-saving game state 3 (for example, 76 times) is reached without a special win or minor win being determined. In this case, time-saving game state 3 ends and the game returns to normal game state. When the maximum number of plays in time-saving game state 3 (for example, 76 times) is reached, if judgment information is stored in the reserve memory area corresponding to the second start port 22, that judgment information is determined to be a special win at a rate of 1 / 319 and a minor win at a rate of 1 / 45. If a special win or minor win is achieved, the destination is determined as if the player had been in time-saving game state 3.
[0212] In addition, the probability of hitting a special symbol win is the same (1 / 319) in time-saving game states 1 to 3, and the probability of hitting a minor win is also the same (1 / 45). Furthermore, the number of openings and opening times in the electric support state are also the same. Therefore, the difference in the maximum number of time-saving game states differentiates the advantages and disadvantages, with time-saving game state 3 being the most advantageous for the player, followed by time-saving game state 2 and then time-saving game state 1. Consequently, in time-saving game states, the key to progressing advantageously is how to stay in time-saving game state 3.
[0213] For example, if a minor win occurs while in time-saving game state 3, passing the game ball through a specific area during the minor win game may result in a transition to time-saving game state 2 or time-saving game state 1, which are less favorable than time-saving game state 3. Therefore, in the early stages of time-saving game state 3, it is advantageous for the player to maintain time-saving game state 3 by deliberately avoiding passing the game ball through the specific area during the minor win game. Conversely, in the later stages of time-saving game state 3, it is advantageous for the player to avoid transitioning to normal game state by passing the game ball through the specific area during the minor win game. However, since time-saving game state 1 has a maximum of one play, it is preferable to avoid passing the game ball through the specific area until the final game of time-saving game state 3 if a minor win occurs with special symbol H. On the other hand, in the final game, it is preferable to pass the game ball through the specific area.
[0214] Furthermore, for example, if a minor win (special symbol F) occurs while in time-saving game state 2, it is advantageous for the player to pass the game ball through a specific area during the minor win game, even if it is in the early stages of time-saving game state 2. This is because, in this case, the game transitions to time-saving game state 3 after the end of the big win game 2. Also, if a minor win (special symbol G) occurs while in time-saving game state 2, it is advantageous for the player to pass the game ball through a specific area during the minor win game, even if it is in the early stages of time-saving game state 2. This is because, in this case, the game transitions to time-saving game state 2 after the end of the big win game 2. On the other hand, if a minor win occurs with special symbol H in the early stages of time-saving game state 2, it is advantageous for the player not to pass the game ball through a specific area during the minor win game. This is because, if the game ball passes through a specific area, the game transitions to time-saving game state 1 after the end of the big win game 2. The final stages of the shortened play state 2 are the same as those of the shortened play state 3 described above.
[0215] Furthermore, for example, when in time-saving game state 1, the maximum number of plays is limited to one. Therefore, regardless of the special symbols for the minor win, it is advantageous for the player to pass the game ball through a specific area during the minor win game and prevent the transition to the normal game state.
[0216] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.
[0217] (Regarding the main processing on the main control board) Figure 11 is a flowchart showing the main processing performed on the main control board 100. This processing is initiated by the main CPU 101 of the main control board 100 when power is supplied to the pachinko game machine 1 and voltage is supplied to each control board from the power supply board 400.
[0218] (Step S1) In step S1, the main CPU 101 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S1 is repeated; otherwise, the process proceeds to step S2. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown).
[0219] (Step S2) In step S2, the main CPU 101 disables interrupts (the main control board timer interrupt processing). As a result, the main CPU 101 executes only this process until interrupts are enabled in step S18, which will be described later. Once interrupts are disabled, the process moves to step S3.
[0220] Alternatively, after completing the processing in step S2, a launch stop signal (launch stop command) may be output to disable the launch permission signal. This prevents the game ball from being launched while interrupts are disabled. Then, in the first main control board timer interrupt processing after interrupts are enabled in step S18 described later, the launch permission signal should be set to the enabled state.
[0221] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power to the pachinko game machine 1 is turned ON (power switch 400a is ON) while the RAM clear switch 105 is pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4; otherwise, the process proceeds to step S9.
[0222] (Step S4) In step S4, the main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key is inserted into the setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position. If the above detection is not performed, it determines that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S5; if the setting change key is not in the setting change position, the process proceeds to step S7.
[0223] (Step S5) In step S5, the main CPU 101 executes the setting value change process. After completing the setting value change process, the process moves on to step S6.
[0224] (Step S6) In step S6, the main CPU 101 sends a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and the power has been turned on. When the performance control board 200 receives this command, it sends a message to the image display device 26 via the image and sound control unit 200b, for example, displaying "Powering on" and outputting the message "Powering on" from the speaker 10. After sending the power-on command, the process moves to step S17.
[0225] (Step S7) In step S7, if the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes area 1 and area 2 of the main RAM 103 (excluding the setting value storage area). This allows, for example, if the game is in one of the time-saving game states 1 to 3 when the arcade closes, to start from the normal game state when the arcade opens the next day. After initializing area 1 and area 2 of the main RAM 103 (excluding the setting value storage area), the process moves to step S8.
[0226] (Step S8) In step S8, the main CPU 101 sends a power-on command. After sending the power-on command, the process moves to step S17.
[0227] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10; otherwise, the process proceeds to step S11.
[0228] (Step S10) In step S10, the main CPU 101 executes a setting value verification process. After completing the setting value verification process, the process moves on to step S11.
[0229] (Step S11) In step S11, the main CPU 101 determines whether there is backed-up data. For example, when the power to the pachinko machine 1 is turned OFF, a backup process (not shown) is performed, which includes data retention, checksum storage, and setting of the backup flag. If the backup flag is ON, it is determined that there is backed-up data; if the backup flag is not ON, it is determined that there is no backed-up data. As a result, if there is backed-up data, the process moves to step S12; if there is no backed-up data, it is determined that this is the first power-on and the process moves to step S17.
[0230] (Step S12) In step S12, the main CPU 101 calculates the checksum of the main RAM 103 area. After calculating the checksum of the main RAM 103 area, the process moves on to step S13.
[0231] (Step S13) In step S13, the main CPU 101 determines whether the checksum of the main RAM 103 area is normal. For example, it determines whether the checksum value stored in the backup process (not shown) matches the checksum value calculated in step S12. If they match, it determines that the checksum is normal; if they do not match, it determines that the checksum is not normal. If the checksum is normal, the process proceeds to step S15; if the checksum is not normal, the process proceeds to step S14.
[0232] (Step S14) In step S14, the main CPU 101 executes a game stop process (error setting). Specifically, it sends an error command to the performance control board 200 to trigger error notification using the light-emitting device 9, speaker 10, image display device 26, etc., and performs a process that makes it impossible to clear the error unless a setting value change process is performed. The CPU remains in this process until a setting value change process is performed.
[0233] (Step S15) In step S15, the main CPU 101 performs a recovery process, that is, it restores the system to the state it was in before the power outage. Once the system has successfully restored to the state it was in before the power outage, the process proceeds to step S16.
[0234] (Step S16) In step S16, the main CPU 101 sends a power recovery command. The power recovery command indicates that the RAM clear switch 105 is OFF and power has been restored (returning to the state before the power outage). When the performance control board 200 receives this command, it displays "Power recovery in progress" on the image display device 26 via the image and sound control unit 200b, and outputs the audio "Power recovery in progress" from the speaker 10. After sending the power recovery command, the process moves to step S17.
[0235] (Step S17) In step S17, the main CPU 101 executes the setting of the CTC. That is, the setting of the CTC (counter timer circuit) having functions such as creating a pulse output with a fixed period and time measurement function is performed, and the time constant register of the CTC is set so that the main control board timer interrupt processing described later is periodically performed every 4 ms. Then, when the setting of the CTC is executed, the process proceeds to step S18.
[0236] (Step S18) In step S18, the main CPU 101 permits interrupts (enables the game state). Then, when interrupts are permitted, it waits, and thereafter, the main control board timer interrupt processing described later is performed every 4 ms.
[0237] (Regarding the main control board timer interrupt processing) FIG. 12 is a flowchart showing the main control board timer interrupt processing performed in the main control board 100. This processing is a process that interrupts and executes the above-described main control board main processing periodically (for example, every 4 ms).
[0238] (Step S101) In step S101, the main CPU 101 saves the information stored in the register. Then, when the information stored in the register is saved, the process proceeds to step S102.
[0239] (Step S102) In step S102, the main CPU 101 executes time management processing for updating the timer used in the game (for example, the opening time of the first large winning port 24, etc.). Then, when the timer used in the game is updated, the process proceeds to step S103.
[0240] (Step S103) In step S103, the main CPU 101 executes the update of initial random numbers such as the special symbol hit determination random value, the special symbol determination random value, the special symbol variation pattern determination random value, and the reach determination random value. Note that the special symbol hit determination random value, the special symbol determination random value, the special symbol variation pattern determination random value, and the reach determination random value constitute the determination information. Then, when the various random number update processes are completed, the process proceeds to step S104.
[0241] (Step S104) In step S104, the main CPU 101 detects the input from each SW. This process will be described later. Then, when the input from each SW is detected, the process proceeds to step S105.
[0242] (Step S105) In step S105, the main CPU 101 executes the process related to the special symbol. Note that this process will be described later. Then, when the process related to the special symbol is completed, the process proceeds to step S106.
[0243] (Step S106) In step S106, the main CPU 101 executes the process related to the normal symbol. For example, when the game ball passes through the gate member 20, the "normal symbol hit determination process" is performed, and the process of determining the normal symbol and determining the variation time of the normal symbol is executed. Then, when the process related to the normal symbol is completed, the process proceeds to step S107.
[0244] (Step S107) In step S107, the main CPU 101 executes the process related to the payout of the game ball. For example, in the input SW detection process of step S104, when the entry of the game ball is detected, in order to transmit a payout command signal to the payout control board 300 to payout the corresponding bonus balls, the payout command signal is set in the command transmission area for payout. Then, when the process related to the payout of the game ball is completed, the process proceeds to step S108.
[0245] (Step S108) In step S108, the main CPU 101 performs an anomaly detection process. For example, it determines whether the magnetic sensor 27h is detecting magnetism or whether the radio wave sensor 27i is detecting radio waves. If magnetism or radio waves are detected, it performs a process to announce an error. After the anomaly detection process is completed, the process moves to step S109.
[0246] (Step S109) In step S109, the main CPU 101 executes the process of sending various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided on the main control board 100, and if a command is set, it sends the set command to the performance control board 200 and the payout control board 300. After completing the command transmission process, the process moves on to step S110.
[0247] (Step S110) In step S110, if the main CPU 101 is performing a symbol variation game based on a game ball entering the first start port 21, it controls the display of the special symbols (variation display and confirmation display) in the first special symbol display 27a, and if the symbol variation game is based on a game ball entering the second start port 22, it controls the display of the special symbols (variation display and confirmation display) in the second special symbol display 27b. After finishing the display control of the special symbols, the process proceeds to step S111.
[0248] (Step S111) In step S111, the main CPU 101 performs display control (variation display and confirmation display) of the regular symbols on the regular symbol display unit 27e. It also performs display control of the regular symbol hold display unit 27f based on the fact that a game ball has passed through the gate member 20 and that the regular symbol variation game has ended. After the display control of the regular symbols is completed, the process proceeds to step S112.
[0249] (Step S112) In step S112, the main CPU 101 executes game performance information management processing. Specifically, it calculates game performance information using the formula "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100" and performs processing such as displaying the calculated game performance information on the display unit 104. After completing the game performance information management processing, the process moves on to step S113.
[0250] (Step S113) In step S113, the main CPU 101 restores the information saved in step S101 to the register. After restoring the saved information to the register, the main control board timer interrupt processing is terminated.
[0251] (Regarding input switch detection processing) Figure 13 is a flowchart showing the input SW detection process performed on the main control board 100 (a subroutine for step S104 of the main control board timer interrupt processing).
[0252] (Step S104-1) In step S104-1, the main CPU 101 executes the first start port detection process. This process will be described later. After completing the first start port detection process, the process moves on to step S104-2.
[0253] (Step S104-2) In step S104-2, the main CPU 101 executes the second start gate detection process when it receives information from the second start gate detection SW22a that a game ball has entered the gate. Note that the second start gate detection process is the same as that in Figure 14, only the start gate is different, so it will be explained together in Figure 14 later. After the second start gate detection process is completed, the process moves on to step S104-3.
[0254] (Step S104-3) In step S104-3, when the main CPU 101 inputs information detecting the entry of a game ball from the normal winning port detection SW 23a, in order to cause the payout control board 300 to payout eight game balls as prize balls, the main CPU 101 executes a process of setting a payout command signal in the command transmission area for payout. Then, when the process at the time of detecting the normal winning port ends, the process proceeds to step S104-4.
[0255] (Step S104-4) In step S104-4, when the main CPU 101 inputs information detecting the entry of a game ball from the first major winning port detection SW 24a, in order to cause the payout control board 300 to payout 15 game balls as prize balls, the main CPU 101 executes a process of setting a payout command signal in the command transmission area for payout. Also, in order to notify that a game ball has entered the first major winning port 24 using the image display device 26 or the like, the main CPU 101 sets a major winning port winning designation command in the command transmission area. Then, when the process at the time of detecting the first major winning port ends, the process proceeds to step S104-5.
[0256] (Step S104-5) In step S104-5, the main CPU 101 executes the process at the time of detecting the second major winning port. This process will be described later. Then, when the process at the time of detecting the second major winning port ends, the process proceeds to step S104-6.
[0257] (Step S104-6) In step S104-6, when the main CPU 101 inputs information detecting the entry of a game ball from the gate detection SW 20a, the main CPU 101 executes the process at the time of detecting the passing gate. Then, when the process at the time of detecting the passing gate ends, the process proceeds to step S105 of the main control board timer interrupt process.
[0258] (Regarding the process at the time of detecting the first start port) FIG. 14 is a flowchart showing the process at the time of detecting the first start port performed on the main control board 100 (a subroutine of step S104-1 of the input SW detection process).
[0259] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether it has received information indicating that a game ball has entered the first start gate detection SW 21a. If it has received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-1-2. If it has not received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-2 of the input SW detection process.
[0260] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 3 game balls as prize balls for a game ball entering the first start opening 21. After setting the prize ball command, the process moves on to step S104-1-3.
[0261] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the data has been stored up to the "fourth memory area" mentioned above. That is, it determines whether the number of reserved symbols for the symbol variation game in the first start port 21 is "4". If the data has been stored up to the "fourth memory area", the process proceeds to step S104-2 of the input SW detection process; otherwise, the process proceeds to step S104-1-4.
[0262] (Step S104-1-4) In step S104-1-4, the main CPU 101 obtains a random value for determining whether a special symbol is winning. The random value obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process described later. Once the random value for determining whether a special symbol is winning is obtained, the process moves on to step S104-1-5.
[0263] (Step S104-1-5) In step S104-1-5, the main CPU 101 obtains a random value for determining the special symbol. The random value obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process described later. Once the random value for determining the special symbol is obtained, the process moves on to step S104-1-6.
[0264] (Step S104-1-6) In step S104-1-6, the main CPU 101 obtains random values for determining the special symbol variation pattern and random values for determining a reach. The random values obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process described later. After obtaining the random values for determining the special symbol variation pattern and random values for determining a reach, the process moves to step S104-1-7.
[0265] Furthermore, the acquisition of random values for determining special symbol wins, determining special symbol selections, determining special symbol variation patterns, and determining reach outcomes may be performed before step S104-1-3. If it is determined in step S104-1-3 that the data has been stored up to the "fourth memory area," the acquired random values may be discarded.
[0266] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores random values for determining special symbols, random values for determining special symbols, random values for determining special symbol variation patterns, and random values for determining a reach as judgment information in an available memory area. For example, if the "third memory area" is full and the "fourth memory area" is empty, the random values are stored in the "fourth memory area". Once the random values are stored in an available memory area, the process moves to step S104-1-8.
[0267] (Step S104-1-8) In step S104-1-8, the main CPU 101 executes the win determination process. This win determination process determines whether the random value obtained in step S104-1-4 is a special symbol win, prior to the special symbol win determination process in the special symbol variation start process. As a result, for example, if the random value for special symbol win determination stored in the "fourth memory area" in step S104-1-7 is a special symbol win, a pre-announcement effect (described later as a "pre-read effect") can be executed across multiple variations. After the win determination process is completed, the process moves on to step S104-1-9.
[0268] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the command to specify the first starting slot entry in the command transmission area in order to send the command to the performance control board 200. The command to specify the first starting slot entry also includes information on the judgment result of the entry judgment process in step S104-1-8, and the performance control board 200 can recognize whether the judgment result of the entry judgment process is a win or a loss by receiving this command. After setting the command to specify the first starting slot entry, the process moves to step S104-1-10.
[0269] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first special symbol memory specification command in the command transmission area in order to send the first special symbol memory specification command to the performance control board 200. After setting the first special symbol memory specification command, the process moves to step S104-2 of the input SW detection process.
[0270] Regarding the processing when the second start port is detected, Figure 14 should be reinterpreted using the second start port and the second special symbol.
[0271] (Regarding the processing when the second major prize slot is detected) Figure 15 is a flowchart showing the processing performed on the main control board 100 when the second major prize slot is detected (subroutine of step S104-5 of the input SW detection processing).
[0272] (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether it has received information from the specific area detection SW32c indicating that a game ball has entered the area. If it has received information from the specific area detection SW32c indicating that a game ball has entered the area, it proceeds to step S104-5-2. If it has not received information from the specific area detection SW32c indicating that a game ball has entered the area, it proceeds to step S104-5-5.
[0273] (Step S104-5-2) In step S104-5-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 15 game balls as a prize for a game ball entering the specific area detection SW32c. After setting the prize ball command, the process moves to step S104-5-3.
[0274] (Step S104-5-3) In step S104-5-3, the main CPU 101 turns ON the specific area pass flag in the specific area pass flag storage area of the main RAM 103. Once the specific area pass flag is turned ON, the process moves to step S104-5-4.
[0275] (Step S104-5-4) In step S104-5-4, the main CPU 101 sets the command to send the command to the performance control board 200 in order to send the command to specify a specific area for winning. Upon receiving this command, the performance control board 200 performs a performance (for example, "V-win!") via the image and sound control unit 200b to notify that the game ball has passed through a specific area. After setting the command to specify a specific area for winning, the process moves to step S104-6, which is the input SW detection process.
[0276] (Step S104-5-5) In step S104-5-5, the main CPU 101 determines whether it has input information indicating that a game ball has entered the second large prize slot detection SW32a. If it has input information indicating that a game ball has entered the second large prize slot detection SW32a, it proceeds to step S104-5-6. If it has not input information indicating that a game ball has entered the second large prize slot detection SW32a, it proceeds to step S104-6 of the input SW detection process.
[0277] (Step S104-5-6) In step S104-5-6, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 15 game balls as prize balls for a game ball entering the second large prize slot detection SW 32a. After setting the prize ball command, the process moves to step S104-6 of the input SW detection process.
[0278] (Regarding processing related to special patterns) Figure 16 is a flowchart showing the special pattern-related processing performed on the main control board 100 (a subroutine for step S105 of the main control board timer interrupt processing).
[0279] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating "stopped" is stored in the special symbol state flag storage area of the main RAM 103. For example, when the main CPU 101 starts the variation of the special symbol, it sets the value "1" in the special symbol state flag storage area to indicate variation, and when it stops the variation of the special symbol, it sets the value "0" in the special symbol state flag storage area to indicate stop. After setting the value "0" to indicate stop, if it is a special symbol win, the value "2" indicating a big win 1 game is set, and if it is a small win game, the value "3" indicating a small win game is set. If the value "0" indicating stop is set, the process moves to step S105-2, and if the value "0" indicating stop is not set, the process moves to step S105-3.
[0280] (Step S105-2) In step S105-2, the main CPU 101 executes the special symbol variation start processing. This processing will be described later. After the special symbol variation start processing is completed, the process moves to step S106 of the main control board timer interrupt processing.
[0281] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating "in progress" is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating "in progress" is set, the process proceeds to step S105-4; otherwise, the process proceeds to step S105-5.
[0282] (Step S105-4) In step S105-4, the main CPU 101 executes special symbol variation processing. This processing will be described later. After the special symbol variation processing is completed, the process moves to step S106 of the main control board timer interrupt processing.
[0283] (Step S105-5) In step S105-5, the main CPU 101 determines whether a flag indicating a jackpot 1 game is stored in the special symbol state flag storage area of the main RAM 103. If the value "2" indicating a jackpot 1 game is set, the process proceeds to step S105-6; otherwise, the process proceeds to step S105-7.
[0284] (Step S105-6) In steps S105-6, the main CPU 101 performs the processing for the first jackpot game. This processing will be described later. After the processing for the first jackpot game is completed, the process moves to step S106 of the main control board timer interrupt processing.
[0285] (Step S105-7) In step S105-7, the main CPU 101 determines whether a flag indicating a minor win game is stored in the special symbol state flag storage area of the main RAM 103. If the value "3" indicating a minor win game is set, the process proceeds to step S105-8; otherwise, the process proceeds to step S105-9.
[0286] (Step S105-8) In steps S105-8, the main CPU 101 performs the minor win game processing. This processing will be described later. After the minor win game processing is completed, the process moves to step S106 of the main control board timer interrupt processing.
[0287] (Step S105-9) In step S105-9, the main CPU 101 determines that the value "0" indicating stopped is not set, that the value "1" indicating in motion is not set, that the value "2" indicating a jackpot 1 game is not set, and that the value "3" indicating a minor win game is not set, and then determines that the value "4" indicating a jackpot 2 game is set, and proceeds with the jackpot 2 game processing. This processing will be described later. After completing the jackpot 2 game processing, the process moves to step S106 of the main control board timer interrupt processing.
[0288] (Regarding the processing at the start of special symbol variations) Figure 17 is a flowchart showing the processing performed on the main control board 100 when the special symbol variation starts (a subroutine for step S105-2 of the special symbol-related processing).
[0289] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a hold in the hold storage area corresponding to the second start port 22 provided in the main RAM 103. If there is a hold corresponding to the second start port 22, the process moves to step S105-2-2; if there is no hold corresponding to the second start port 22, the process moves to step S105-2-4.
[0290] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reserved slots in the second start slot 22. This subtraction involves sliding the judgment information from "the variable memory area" to "the fourth memory area" and then clearing the memory area by "1". Consequently, the display of the second special symbol reserved indicator 27d also changes to a display mode corresponding to the number of reserved slots (from "flashing" to "on", or from "on" to "off"). After subtracting "1" from the number of reserved slots in the second start slot 22, the process moves to step S105-2-3.
[0291] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a command to specify the storage of the second special symbol in the command transmission area in order to subtract the number of reserved symbols managed by the performance control board 200. After setting the command to specify the storage of the second special symbol, the process moves on to step S105-2-8.
[0292] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a hold in the hold storage area corresponding to the first start port 21 provided in the main RAM 103. If there is a hold corresponding to the first start port 21, the process moves to step S105-2-5; if there is no hold corresponding to the first start port 21, the process moves to step S105-2-7.
[0293] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of reserved slots in the first start slot 21. This subtraction involves sliding the judgment information from "the variable memory area" to "the fourth memory area" and then clearing the memory area by "1". Consequently, the display of the first special symbol reserved indicator 27c also changes to a display mode corresponding to the number of reserved slots (from "flashing" to "on", or from "on" to "off"). After subtracting "1" from the number of reserved slots in the first start slot 21, the process moves to step S105-2-6.
[0294] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets the command to specify the first special symbol to be stored in the command transmission area in order to subtract the number of reserved symbols managed by the performance control board 200. After setting the command to specify the first special symbol to be stored, the process moves on to step S105-2-8.
[0295] (Step S105-2-7) In step S105-2-7, the main CPU 101 sets a customer waiting status specification command in the command transmission area in order to display the "waiting for customers" screen on the image display device 26. After setting the customer waiting status specification command, the process moves to step S106 of the main control board timer interrupt processing.
[0296] The "Waiting for Customers" screen displays, for example, the sub-symbols that were confirmed in the last completed symbol variation game, the background image that was displayed in the last completed symbol variation game, and the variation icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j. In addition, images that indicate that volume or brightness can be adjusted (for example, a level gauge image or an image resembling a directional pad button) are also displayed. After a predetermined time has elapsed in the "Waiting for Customers" screen, a "demo performance" is executed. In the "demo performance," the sub-symbols and background image that were displayed in the "Waiting for Customers" screen, as well as the variation icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j, are not displayed. Instead, the entire display area is used to display, for example, the machine name, manufacturer name, and warning information to prevent excessive gambling. After a predetermined time has elapsed in the "demo performance," the screen returns to "Waiting for Customers."
[0297] Alternatively, the command to specify the waiting state may be omitted. In this case, the performance control board 200 can measure the time elapsed since the end of the previous symbol variation game, and if a predetermined time has elapsed without receiving a new start command (such as a special symbol variation pattern specification command), it can display the "Waiting for Customers" screen. This eliminates the need for the customer waiting state specification command, thus reducing the number of commands and simplifying control.
[0298] (Step S105-2-8) In step S105-2-8, if the main CPU 101 has performed step S105-2-1, it will perform the special symbol hit determination process using the determination information acquired and stored in the second start gate detection process. If the main CPU 101 has performed step S105-2-4, it will perform the special symbol hit determination process using the determination information acquired and stored in the first start gate detection process. This process will be described later. After the special symbol hit determination process is completed, the process will proceed to step S105-2-9.
[0299] (Step S105-2-9) In step S105-2-9, the main CPU 101 determines the variation pattern of the special symbols in the symbol variation game. Once the variation pattern of the special symbols is determined, the process moves on to step S105-2-10.
[0300] (Step S105-2-10) In step S105-2-10, the main CPU 101 sets a special symbol variation pattern specification command in the command transmission area in order to send a command indicating the special symbol variation pattern determined in step S105-2-9 to the performance control board 200. For example, if "Variation Pattern 9" was determined in step S105-2-9, a special symbol variation pattern specification command indicating "Variation Pattern 9" is set. After setting the special symbol variation pattern specification command, the process moves to step S105-2-11.
[0301] (Step S105-2-11) In step S105-2-11, the main CPU 101 sets the variation time corresponding to the special symbol variation pattern determined in step S105-2-9 in the time management counter of the main RAM 103. For example, if "Variation Pattern 9" is determined, the variation time "40S" is set. After setting the variation time, the process moves on to step S105-2-12.
[0302] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets the value "1" in the special symbol status flag storage area of the main RAM 103 to indicate that the symbol is changing. This allows the CPU to recognize that the special symbol is changing. In this process, the CPU also starts subtracting the change time set in step S105-2-11. After setting the value "1" in the special symbol status flag storage area to indicate that the symbol is changing, the CPU proceeds to step S106 of the main control board timer interrupt processing.
[0303] In the explanation of Figure 17 above, if there is judgment information for the second starting port 22 in step S105-2-1, the special symbol hit judgment process is executed in priority over the first starting port 21. However, the special symbol hit judgment process may also be executed in the order in which the balls entered the first starting port 21 and then the second starting port 22.
[0304] (Regarding the special symbol hit detection process) Figure 18 is a flowchart showing the special symbol hit detection process performed on the main control board 100 (subroutine of step S105-2-8 of the special symbol variation start processing).
[0305] (Step S105-2-8-1) In step S105-2-8-1, the main CPU 101 determines whether or not it is a special symbol win. That is, it determines whether the random value for determining a special symbol win in the determination information matches the random value for winning a special symbol. If it is a special symbol win, the process moves to step S105-2-8-2; otherwise, the process moves to step S105-2-8-3.
[0306] (Step S105-2-8-2) In step S105-2-8-2, the main CPU 101 determines the special symbol. That is, it determines the special symbol using a random value for special symbol determination and a special symbol determination table. Once the special symbol is determined, the process moves on to step S105-2-8-6.
[0307] (Step S105-2-8-3) In step S105-2-8-3, the main CPU 101 determines whether or not it is a minor win. That is, it determines whether the random number for determining a special symbol win in the determination information matches the random number for determining a minor win. If it is a minor win, the process moves to step S105-2-8-4; otherwise, the process moves to step S105-2-8-5.
[0308] (Step S105-2-8-4) In step S105-2-8-4, the main CPU 101 determines the special symbol (minor win). That is, it determines the special symbol (minor win) using a random value for special symbol determination and a special symbol determination table. Once the special symbol (minor win) is determined, the process moves to step S105-2-8-6.
[0309] (Step S105-2-8-5) In step S105-2-8-5, the main CPU 101 determines the losing special symbol. That is, it uses a random value for special symbol determination and a special symbol determination table to determine the losing special symbol. Once the losing special symbol is determined, the process moves to step S105-2-8-6.
[0310] (Step S105-2-8-6) In step S105-2-8-6, the main CPU 101 sets a special symbol specification command in the command transmission area in order to allow the special symbol control board 200 to recognize the determined special symbol. For example, if special symbol A is determined, the command "Special Symbol A Special Symbol Specification Command" is set. After setting the special symbol specification command, the process moves to step S105-2-9, which is the special symbol variation start processing.
[0311] (Regarding processing during special symbol changes) Figure 19 is a flowchart showing the special symbol variation processing performed on the main control board 100 (subroutine of step S105-4 of the special symbol related processing).
[0312] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variation time has elapsed using the time management counter in the main RAM 103. For example, if "Variation Pattern 9" is determined and "40S" is set, it determines whether "40S" has elapsed. If the variation time for the special symbol has elapsed, the process moves to step S105-4-2; otherwise, the process moves to step S106 of the main control board timer interrupt processing.
[0313] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol confirmation command in the command transmission area in order to send a special symbol confirmation command to the performance control board 200 to stop the sub-symbols that are being displayed in a variable manner on the image display device 26. After setting the special symbol confirmation command, the process moves on to step S105-4-3.
[0314] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that the special symbol is stopped. This allows the CPU to recognize that the special symbol is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that the special symbol is stopped, the process moves to step S105-4-4.
[0315] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of the special symbol win determination process is a special symbol win. If it is a special symbol win, the process moves to step S105-4-5; otherwise, the process moves to step S105-4-8.
[0316] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets a value indicating "Big Win 1" in the special symbol state flag storage area of the main RAM 103. This allows the system to recognize that it is Big Win 1 (Big Win 1 game). After setting the value indicating "Big Win 1" in the special symbol state flag storage area, the system proceeds to step S105-4-6. In addition, "0" indicating "Non-Electric Support State" is set in the normal symbol state flag storage area of the main RAM 103. This means that the system is in the "Non-Electric Support State" during Big Win 1 gameplay.
[0317] (Step S105-4-6) In step S105-4-6, the main CPU 101 sets an opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the jackpot 1 game. For example, when special symbol A is determined, the opening specification command for the 4R special symbol jackpot game is set, and when special symbol D is determined, the opening specification command for the 10R special symbol jackpot game is set. After setting the opening specification command, the process moves to step S105-4-7.
[0318] (Step S105-4-7) In step S105-4-7, the main CPU 101 sets the time corresponding to the opening of the first jackpot game (for example, "10S") in the time management counter of the main RAM 103. After setting the time corresponding to the opening of the first jackpot game, the process moves to step S106 of the main control board timer interrupt processing.
[0319] (Step S105-4-8) In step S105-4-8, the main CPU 101 determines whether the result of the special symbol win determination process is a minor win. If it is a minor win, the process moves to step S105-4-9; otherwise, the process moves to step S105-4-12.
[0320] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a value indicating "minor win" in the special symbol state flag storage area of the main RAM 103. This allows the system to recognize that a minor win (minor win game) is in progress. After setting the value indicating "minor win" in the special symbol state flag storage area, the system proceeds to step S105-4-10. In addition, "0" indicating "non-electric support state" is set in the normal symbol state flag storage area of the main RAM 103. This means that the system is in a "non-electric support state" during a minor win game.
[0321] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets a small win opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the small win game. After setting the small win opening specification command, the process moves to step S105-4-11.
[0322] (Step S105-4-11) In step S105-4-11, the main CPU 101 sets the time corresponding to the opening of the minor win game (for example, "10S") in the time management counter of the main RAM 103. After setting the time corresponding to the opening of the minor win game, the process moves to step S106 of the main control board timer interrupt processing.
[0323] (Step S105-4-12) In step S105-4-12, the main CPU 101 determines whether or not a time-saving count has been set in the time-saving count counter. If a time-saving count has been set in the time-saving count counter, the process proceeds to step S105-4-13. If a time-saving count has not been set in the time-saving count counter, the process proceeds to step S106 of the main control board timer interrupt processing.
[0324] (Step S105-4-13) In step S105-4-13, the main CPU 101 decrements the time-saving count by 1 in the time-saving count counter. After decrementing the time-saving count by 1, the process moves to step S105-4-14.
[0325] (Step S105-4-14) In step S105-4-14, the main CPU 101 subtracts 1 from the time reduction count and determines whether the value of the time reduction count counter after the subtraction is 0. If the value of the time reduction count counter after the subtraction is 0, the process proceeds to step S105-4-15. If the value of the time reduction count counter after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt processing.
[0326] (Step S105-4-15) In step S105-4-15, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-4-16.
[0327] (Step S105-4-16) In step S105-4-16, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves to step S106 of the main control board timer interrupt processing.
[0328] (Regarding the processing of a jackpot in one game) Figure 20 is a flowchart showing the processing of a jackpot 1 game performed on the main control board 100 (subroutine of steps S105-6 of the special symbol-related processing).
[0329] (Step S105-6-1) In step S105-6-1, the main CPU 101 determines whether the conditions for ending the final round have been met. For example, if special symbol A or special symbol B is shown, it determines whether the conditions for ending the 4th round have been met, and if special symbol D is shown, it determines whether the conditions for ending the 10th round have been met. If the conditions for ending the final round have been met, the process proceeds to step S105-6-3; otherwise, the process proceeds to step S105-6-2.
[0330] (Step S105-6-2) In step S105-6-2, the main CPU 101 executes a round game that opens and closes the first large prize slot 24. When the conditions for the end of one round are met, the process moves to step S106 of the main control board timer interrupt processing. Alternatively, after completing the processing in step S105-6-2, the process may proceed to step S105-6-1.
[0331] (Step S105-6-3) In step S105-6-3, the main CPU 101 determines whether it is a jackpot game with special symbol A. If it is a jackpot game with special symbol A, the process moves to step S105-6-4; otherwise, the process moves to step S105-6-8.
[0332] (Step S105-6-4) In step S105-6-4, the main CPU 101 sets the game state to time-saving game state 2. In this process, the value "1" is set in the game state storage area of the main RAM 103. After setting "1" in the game state storage area of the main RAM 103, the process moves to step S105-6-5.
[0333] (Step S105-6-5) In step S105-6-5, the main CPU 101 sets the time-saving counter to the time-saving limit (for example, 26). After setting the time-saving counter to the time-saving limit, the process moves to step S105-6-6.
[0334] (Step S105-6-6) In step S105-6-6, the main CPU 101 sets the game state specification command (time-saving 2) in the command transmission area in order to send the game state specification command (time-saving 2), which indicates that the game is in a time-saving game state, to the performance control board 200. After setting the game state specification command (time-saving 2), the process moves to step S105-6-7.
[0335] (Step S105-6-7) In step S105-6-7, the main CPU 101 sets the value "0" in the special symbol state flag storage area of the main RAM 103 to indicate that the symbols are stopped. Although the value "0" is set in this process to indicate that the symbols are stopped, as mentioned above, the special symbols are stopped during the first big win game, so this process is simply to set a flag to start the next spin. After setting the value "0" in the special symbol state flag storage area to indicate that the symbols are stopped, the process moves to step S106 of the main control board timer interrupt processing.
[0336] (Step S105-6-8) In step S105-6-8, the main CPU 101 determines whether it is a jackpot game with special symbol D. If it is a jackpot game with special symbol D, the process moves to step S105-6-9; otherwise, the process moves to step S105-6-13.
[0337] (Step S105-6-9) In step S105-6-9, the main CPU 101 sets the game state to the time-saving game state when special symbol D is won. For example, if special symbol D is won in time-saving game state 1, the game state will be set to time-saving game state 1 after the end of the big win game 1; if special symbol D is won in time-saving game state 2, the game state will be set to time-saving game state 2 after the end of the big win game 1; and if special symbol D is won in time-saving game state 3, the game state will be set to time-saving game state 3 after the end of the big win game 1. In all cases, the game state storage area of the main RAM 103 is set to "1". After setting the game state storage area of the main RAM 103 to "1", the process moves to step S105-6-10.
[0338] (Step S105-6-10) In step S105-6-10, the main CPU 101 sets the time-saving game state to which the transition destination was determined in step S105-6-9, and sets the time-saving game state limit to the time-saving game state counter. Once the time-saving game state limit is set to the time-saving game state counter, the process moves to step S105-6-11.
[0339] (Step S105-6-11) In step S105-6-11, the main CPU 101 sets a game state specification command in the command transmission area in order to send a game state specification command corresponding to the time-saving game state determined as the transition destination in step S105-6-9 to the performance control board 200. After setting the game state specification command, the process moves to step S105-6-12.
[0340] (Step S105-6-12) In step S105-6-12, the main CPU 101 sets the value "0" in the special symbol state flag storage area of the main RAM 103 to indicate that the symbols are stopped. Although the value "0" is set in this process to indicate that the symbols are stopped, as mentioned above, the special symbols are stopped during the first big win game, so this process is merely to set a flag to start the next spin. After setting the value "0" in the special symbol state flag storage area to indicate that the symbols are stopped, the process moves to step S106 of the main control board timer interrupt processing.
[0341] (Step S105-6-13) In step S105-6-13, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-6-14.
[0342] (Step S105-6-14) In step S105-6-14, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves on to step S105-6-15.
[0343] (Step S105-6-15) In step S105-6-15, the main CPU 101 sets the value "0" in the special symbol state flag storage area of the main RAM 103 to indicate that the symbols are stopped. In this process, the value "0" indicating that the symbols are stopped is set, but as mentioned above, during a jackpot game, the special symbols are in a stopped state, so this process is merely setting a flag to start the next spin. After setting the value "0" in the special symbol state flag storage area to indicate that the symbols are stopped, the process moves to step S106 of the main control board timer interrupt processing.
[0344] (Regarding the handling of minor wins) Figure 21 is a flowchart showing the minor win game processing performed on the main control board 100 (subroutine of step S105-8 of the special symbol related processing).
[0345] (Step S105-8-1) In step S105-8-1, the main CPU 101 determines whether the machine is in the opening state. That is, it determines whether the value "0", indicating the opening state, is set in the minor win state storage area of the main RAM 103. If the machine is in the opening state, the process proceeds to step S105-8-2; otherwise, the process proceeds to step S105-8-5.
[0346] (Step S105-8-2) In step S105-8-2, the main CPU 101 determines whether the time corresponding to the opening (for example, "10S") has elapsed. If the time corresponding to the opening has elapsed, the process moves to step S105-8-3; otherwise, the process moves to step S106 of the main control board timer interrupt processing.
[0347] (Step S105-8-3) In step S105-8-3, the main CPU 101 drives the second large prize slot opening / closing solenoid 32b to open the second large prize slot 32. At the same time, the time management counter in the main RAM 103 sets the opening time to 10S. This starts the first round of the small prize game. After opening the second large prize slot 32, the process moves to step S105-8-4.
[0348] (Step S105-8-4) In step S105-8-4, the main CPU 101 drives the specific area opening / closing solenoid 32d to control the lid member provided in the specific area from a closed state to an open state. The lid member is opened in conjunction with the opening of the second large prize opening 32, and closed in conjunction with the closing of the second large prize opening 32. After controlling the opening and closing of the lid member in the specific area, the process moves to step S106 of the main control board timer interrupt processing.
[0349] (Step S105-8-5) In step S105-8-5, the main CPU 101 refers to the storage area for the specific area passage flag in the main RAM 103 to determine if the specific area passage flag is ON (the specific area detection SW32c has detected a game ball). If the specific area passage flag is ON, the process proceeds to step S105-8-6; otherwise, the process proceeds to step S105-8-7.
[0350] (Step S105-8-6) In step S105-8-6, the main CPU 101 performs the Type 2 jackpot transition control processing. This processing will be described later. After completing the Type 2 jackpot transition control processing, the process moves to step S106 of the main control board timer interrupt processing.
[0351] (Step S105-8-7) In step S105-8-7, the main CPU 101 determines whether the second major prize slot is open. That is, it determines whether the value "1", indicating that the second major prize slot is open, is set in the minor prize state storage area of the main RAM 103. If the second major prize slot is open, the process proceeds to step S105-8-8; otherwise, the process proceeds to step S105-8-11.
[0352] (Step S105-8-8) In step S105-8-8, the main CPU 101 determines whether either of the following conditions for closing the second large prize slot 32 has been met: the 10S opening time for the second large prize slot 32 has elapsed, or the second large prize slot detection SW 32a has detected the entry of 10 balls. If the conditions for closing the second large prize slot are met, the process proceeds to step S105-8-9; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing.
[0353] (Step S105-8-9) In step S105-8-9, the main CPU 101 closes the second large prize slot 32 and ends the minor prize game. After ending the minor prize game, the process moves on to step S105-8-10.
[0354] (Step S105-8-10) In step S105-8-10, the main CPU 101 transitions to the ending sequence, which signals the end of the minor win game. It also sets the time corresponding to the ending sequence (for example, "5S") in the time management counter of the main RAM 103. After transitioning to the ending sequence, the process moves to step S106 of the main control board timer interrupt processing.
[0355] (Step S105-8-11) In step S105-8-11, the main CPU 101 determines whether the time corresponding to the ending (for example, "5S") has elapsed. If the time corresponding to the ending has elapsed, the process moves to step S105-8-12; otherwise, the process moves to step S106 of the main control board timer interrupt processing.
[0356] (Step S105-8-12) In step S105-8-12, the main CPU 101 sets the game state to the time-saving game state in which the player was at the time of the minor win. For example, if the player is in time-saving game state 1 and wins a minor win, time-saving game state 1 is added after the minor win game; if the player is in time-saving game state 2 and wins a minor win, time-saving game state 2 is added after the minor win game; and if the player is in time-saving game state 3 and wins a minor win, time-saving game state 3 is added after the minor win game. In other words, if the ending time elapses without the specific area detection SW32c detecting a game ball during the execution of the minor win game, the minor win game ends, and after the end of the minor win game, the player transitions to the time-saving game state in which the player was at the time of the minor win. Once the game state is set to one of the time-saving game states, the process moves to step S105-8-13.
[0357] (Step S105-8-13) In step S105-8-13, the main CPU 101 sends a game state specification command (time-saving) corresponding to the time-saving game state set in step S105-8-12 to the performance control board 200. For example, if time-saving game state 1 was set in step S105-8-12, the game state specification command (time-saving 1) is sent to the performance control board 200; if time-saving game state 2 is set, the game state specification command (time-saving 2) is sent to the performance control board 200; and if time-saving game state 3 is set, the game state specification command (time-saving 3) is sent to the performance control board 200. Once the game state specification command (one of time-saving 1 to 3) is set, the process moves to step S105-8-14.
[0358] (Step S105-8-14) In step S105-8-14, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that it is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that it is stopped, the process moves to step S106 of the main control board timer interrupt processing.
[0359] (Regarding the Type 2 jackpot transition control process) Figure 22 is a flowchart showing the Type 2 jackpot transition control process performed on the main control board 100 (subroutine of step S105-8-6 of the minor jackpot game processing).
[0360] (Step S105-8-6-1) In step S105-8-6-1, the main CPU 101 closes the second large prize slot 32 and ends the minor prize game. After ending the minor prize game, the process moves to step S105-8-6-2.
[0361] (Step S105-8-6-2) In step S105-8-6-2, the main CPU 101 turns OFF the specific area pass flag in the specific area pass flag storage area of the main RAM 103. After turning OFF the specific area pass flag, the process moves to step S105-8-6-3.
[0362] (Step S105-8-6-3) In step S105-8-6-3, the main CPU 101 sets the round count counter in the main RAM 103 to the number of rounds (9 rounds out of 2 to 10 rounds). After setting the number of rounds in the main RAM 103's round count counter, the process moves on to step S105-8-6-4.
[0363] (Step S105-8-6-4) In step S105-8-6-4, the main CPU 101 sets a value indicating "Big Win 2" in the special symbol status flag storage area of the main RAM 103. After setting the value indicating "Big Win 2" in the special symbol status flag storage area, the process moves to step S106 of the main control board timer interrupt processing.
[0364] (Regarding the processing of the second big win) Figure 23 is a flowchart showing the processing of the jackpot 2 game performed on the main control board 100 (subroutine of step S105-9 of the special symbol related processing).
[0365] (Step S105-9-1) In step S105-9-1, the main CPU 101 determines whether the conditions for starting the second round have been met. A predetermined interval (for example, "5S") is provided between the end of the minor win game and the start of the second major win game. Once this interval has elapsed, it is determined that the conditions for starting the second round have been met. If the conditions for starting the second round have been met, the process proceeds to step S105-9-2; otherwise, the process proceeds to step S105-9-3.
[0366] (Step S105-9-2) In step S105-9-2, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time to 29.5S in the time management counter of the main RAM 103. It also sets a round specification command (in this case, a round specification command corresponding to the second opening) in the command transmission area. This starts the first round of the second big win game (the second round if the small win game is included). After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing.
[0367] (Step S105-9-3) In step S105-9-3, the main CPU 101 determines whether the first jackpot opening is open. That is, it determines whether the value "1", indicating that the first jackpot opening is open, is set in the jackpot state storage area of the main RAM 103. If the first jackpot opening is open, the process proceeds to step S105-9-4; otherwise, the process proceeds to step S105-9-6.
[0368] (Step S105-9-4) In step S105-9-4, the main CPU 101 determines whether the first major prize opening closure condition has been met, either by 29.5 seconds having elapsed with the first major prize opening 24 remaining open without the detection of 10 balls entering by the first major prize opening detection SW24a, or by the detection of 10 balls entering by the first major prize opening detection SW24a. If the first major prize opening closure condition is met, the process proceeds to step S105-9-5; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing.
[0369] (Step S105-9-5) In step S105-9-5, the main CPU 101 transitions to the inter-round interval, which is the period between the closing and reopening of the first large prize winning slot 24. After transitioning to the inter-round interval, the process moves to step S106 of the main control board timer interrupt processing.
[0370] (Step S105-9-6) In step S105-9-6, the main CPU 101 determines whether it is during an interval between rounds. That is, it determines whether the value "2", which indicates an interval between rounds, is set in the jackpot state storage area of the main RAM 103. If it is during an interval between rounds, the process proceeds to step S105-9-7; otherwise, the process proceeds to step S105-9-11.
[0371] (Step S105-9-7) In step S105-9-7, the main CPU 101 determines whether it is the end of the final round. For example, if, as a result of updating the number of rounds in step S105-9-9, the number of remaining rounds is "0", then it is determined in that process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-9-8; otherwise, the process proceeds to step S105-9-9.
[0372] (Step S105-9-8) In step S105-9-8, the main CPU 101 transitions to the ending, which notifies that the second jackpot game has ended. It also sets the time corresponding to the ending of the second jackpot game (for example, "14S") in the time management counter of the main RAM 103, and sets the ending specification command corresponding to the special symbol in the command transmission area. After transitioning to the ending, the process moves to step S106 of the main control board timer interrupt processing.
[0373] (Step S105-9-9) In step S105-9-9, the main CPU 101 updates the value of the round counter in the main RAM 103. After updating the round count, the process moves to step S105-9-10.
[0374] (Step S105-9-10) In step S105-9-10, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time to 29.5S in the time management counter of the main RAM 103. It also sets the round specification command (for the third opening and beyond) in the command transmission area. This starts the third round and beyond of the second big win game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing.
[0375] (Step S105-9-11) In step S105-9-11, the main CPU 101 determines whether the time corresponding to the ending (for example, 14 seconds) has elapsed. If the time corresponding to the ending has elapsed, the process moves to step S105-9-12; otherwise, the process moves to step S106 of the main control board timer interrupt processing.
[0376] (Step S105-9-12) In step S105-9-12, the main CPU 101 sets the game state to the corresponding time-saving game state. For example, as explained in Figure 10, it sets the game state to the time-saving game state that is entered after two big wins. Once the game state is set to the corresponding time-saving game state, the process moves to step S105-9-13.
[0377] (Step S105-9-13) In step S105-9-13, the main CPU 101 sets the time-saving game limit (see Figure 10) corresponding to the time-saving game state set in step S105-9-12 in the time-saving game count counter provided in the main RAM 103. After setting the time-saving game limit, the process moves to step S105-9-14.
[0378] (Step S105-9-14) In step S105-9-14, the main CPU 101 sends a game state specification command (time-saving) corresponding to the time-saving game state set in step S105-9-12 to the performance control board 200. Once the game state specification command (one of time-saving 1 to 3) is set, the process moves to step S105-9-15.
[0379] (Step S105-9-15) In step S105-9-15, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that it is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that it is stopped, the process moves to step S106 of the main control board timer interrupt processing.
[0380] Next, we will explain the control processing performed by the sub-CPU 201 of the performance control board 200.
[0381] (Regarding the control processing performed by sub-CPU201) The control program is stored in sub-ROM 202, and the sub-CPU 201 reads the control program from sub-ROM 202 and executes control processing according to the read control program. First, the main processing of the performance control board shown in Figure 24 will be explained.
[0382] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S200 is repeated; otherwise, the process proceeds to step S201. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown).
[0383] (Step S201) In step S201, the sub-CPU 201 performs an initial setup process to initialize the values of internally located registers, etc. During this process, an initial screen (for example, a color bar image) is displayed on the image display device 26. This initial screen continues until a power-related information command is received in the main command reception process. After the initial setup process is completed, the process moves to step S202.
[0384] (Step S202) In step S202, the sub-CPU 201 performs the CTC setting. Specifically, it sets up the CTC (Counter Timer Circuit), which has functions such as creating pulse outputs at a fixed period and measuring time, and sets the CTC's time constant register so that the timer interrupt processing for the performance control board, described later, is performed periodically every 4ms. After performing the CTC setting, the process moves to step S203.
[0385] (Step S203) In step S203, the sub-CPU 201 disables the interrupt for the performance control board timer interrupt process, which is executed periodically by interrupting the main processing of the performance control board. After disabling the interrupt, the process moves to step S204.
[0386] (Step S204) In step S204, the sub-CPU 201 updates the random numbers used for the animation. Once the random number update process is complete, the process moves on to step S205.
[0387] (Step S205) In step S205, the sub-CPU 201 enables the interrupt for the performance control board timer interrupt process, which is executed periodically by interrupting the main processing of the performance control board. After enabling the interrupt, the process returns to step S203, and thereafter, the process loops from step S203 to step S205.
[0388] (Regarding timer interrupt processing on the performance control board) Figure 25 is a flowchart showing the timer interrupt processing performed on the performance control board 200. This processing is performed by periodically interrupting the main performance control board processing described above (for example, every 4ms).
[0389] (Step S300) In step S300, the sub-CPU 201 saves the contents of the registers to the stack area. After saving the contents of the registers to the stack area, the process moves to step S301.
[0390] (Step S301) In step S301, the sub-CPU 201 executes a process to update the timer managed by the performance control board 200. After updating the timer, the process moves on to step S302.
[0391] (Step S302) In step S302, the sub-CPU 201 performs input processing for the control devices. For example, it performs processing according to the input of the performance button detection SW14a, the performance lever detection SW15a, and the directional pad detection SW16a. After completing the input processing for the control devices, the process moves on to step S303.
[0392] (Step S303) In step S303, the sub-CPU 201 executes the main command reception process. This process will be described later. After completing the main command reception process, the process moves on to step S304.
[0393] (Step S304) In step S304, the sub-CPU 201 executes the process of sending a subcommand. A subcommand is a command set in the main command reception process described later, and in this process, the subcommand is sent to the image / sound control unit 200b and the light emission drive control unit 200c. Upon receiving the subcommand, the image / sound control unit 200b and the light emission drive control unit 200c control the display, sound, light emission, and drive effects corresponding to the subcommand. After sending the subcommand, the process proceeds to step S305.
[0394] (Step S305) In step S305, the sub-CPU 201 restores the contents that were saved in the stack area in step S300 to the registers. After restoring the contents saved in the stack area to the registers, the performance control board timer interrupt processing is terminated.
[0395] (Regarding the main command reception process) Figure 26 is a flowchart showing the main command reception process 1 / 2 performed on the performance control board 200 (a subroutine of step S303 of the performance control board timer interrupt processing).
[0396] (Step S303-1) In step S303-1, the sub-CPU 201 determines whether it has received a power-related information command. Power-related information commands include the power-on specification command and the power-restore specification command mentioned above. If a power-related information command is received, the process proceeds to step S303-2; otherwise, the process proceeds to step S303-4.
[0397] (Step S303-2) In step S303-2, the sub-CPU 201 executes processing for power-related information commands. For example, if it receives a power-on command, it performs processing related to power-on specification (for example, processing to display a screen such as "RAM clearing"), and if it receives a power-recovery command, it performs processing related to power-recovery specification (for example, processing to display a screen such as "Recovering"). After completing these processes, it proceeds to step S303-3.
[0398] (Step S303-3) In step S303-3, the sub-CPU 201 sets power-related subcommands in the subcommand transmission area in order to send them to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0399] (Step S303-4) In step S303-4, the sub-CPU 201 determines whether it has received an error-related information command. Error-related information commands include the magnetic anomaly error specification command and the radio wave anomaly error specification command mentioned above. If an error-related information command is received, the process proceeds to step S303-5; otherwise, the process proceeds to step S303-7.
[0400] (Step S303-5) In step S303-5, the sub-CPU 201 executes error-related information command reception processing. For example, if it receives a command to specify a magnetic anomaly error, it performs processing to notify the magnetic anomaly error, and if it receives a command to specify a radio wave anomaly error, it performs processing to notify the radio wave anomaly error. After completing these processes, it proceeds to step S303-6.
[0401] (Step S303-6) In step S303-6, the sub-CPU 201 sets error-related subcommands in the subcommand transmission area in order to send them to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0402] (Step S303-7) In step S303-7, the sub-CPU 201 determines whether it has received a start gate-related information command. Start gate-related information commands include the first start gate prize designation command and the special symbol memory designation command mentioned above. If a start gate-related information command is received, the process moves to step S303-8; otherwise, the process moves to step S303-11.
[0403] (Step S303-8) In step S303-8, the sub-CPU 201 executes the icon change animation determination process. Specifically, when it receives the command to specify entry into the first starting slot, the sub-CPU 201 refers to the information of the judgment result of the entry judgment process included in the command and determines the display manner of the variable icon and the reserved icon (the color of the variable icon and the reserved icon as described in the "reserved pre-read animation" below). After completing this process, it proceeds to step S303-9.
[0404] (Step S303-9) In step S303-9, the sub-CPU 201 executes a process to determine the change in the starting gate light display. The color of the light emitted by the starting gate light display is linked to the color of the hold icon determined in step S303-8. For example, if it is determined in step S303-8 that the color of the hold icon should be blue when a ball enters the starting gate, the starting gate light display 210a will also emit blue light. After completing this process, the process moves on to step S303-10.
[0405] (Step S303-10) In step S303-10, the sub-CPU 201 sets the start-gate related subcommand in the subcommand transmission area in order to send the start-gate related subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0406] (Step S303-11) In step S303-11, the sub-CPU 201 determines whether it has received a game state-related information command. Game state-related information commands include the game state specification command (normal) and the game state specification command (time reduction 1-3). If a game state-related information command is received, the process proceeds to step S303-12; otherwise, the process proceeds to step S303-14.
[0407] (Step S303-12) In step S303-12, the sub-CPU 201 executes processing when a game state-related information command is received. For example, when a game state specification command (normal) is received, it performs processing related to the normal game state (for example, processing to display the screen corresponding to the normal game state), and when a game state specification command (time-saving 1-3) is received, it performs processing related to time-saving game states 1-3 (for example, processing to display the screen corresponding to time-saving game states 1-3, processing to light up the right-hand indicator 29c, etc.). After completing these processes, the process moves on to step S303-13.
[0408] (Step S303-13) In step S303-13, the sub-CPU 201 sets game state-related subcommands in the sub-command transmission area in order to send them to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0409] Figure 27 is a flowchart showing the main command reception process 2 / 2 performed on the performance control board 200 (a subroutine for step S303 of the performance control board timer interrupt processing).
[0410] (Step S303-14) In step S303-14, the sub-CPU 201 determines whether it has received a special symbol variation pattern specification command. If it has received the special symbol variation pattern specification command, it proceeds to step S303-15; otherwise, it proceeds to step S303-20.
[0411] (Step S303-15) In step S303-15, the sub-CPU 201 executes the process of determining the variation animation pattern. Specifically, it determines the variation animation pattern corresponding to the specified special symbol variation pattern from the variation animation pattern table (Figure 28) stored in the sub-ROM 202. The variation animation pattern table will be described later. After completing this process, the process moves on to step S303-16.
[0412] (Step S303-16) In step S303-16, the sub-CPU 201 executes an icon change animation update process. The icon change animation update process updates the color of the icon determined in step S303-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, then in this process, it is decided to change it to yellow. In other words, the icon may change color after each variation of the game. After this process is completed, the process moves on to step S303-17.
[0413] (Step S303-17) In step S303-17, the sub-CPU 201 executes a process to update the starting port light display. This process is performed in conjunction with the color updated in step S303-16. For example, if the color is updated to yellow in step S303-16, the starting port light display 210a also changes from blue to yellow. After completing this process, the process moves on to step S303-18.
[0414] (Step S303-18) In step S303-18, the sub-CPU 201 executes the process for determining the jackpot announcement animation. Specifically, it determines the jackpot announcement animation to be executed in the symbol variation game from the jackpot announcement animation determination table (described later) stored in the sub-ROM 202. After completing this process, the process moves on to step S303-19.
[0415] (Step S303-19) In step S303-19, the sub-CPU 201 sets the variable pattern-related subcommands in the subcommand transmission area in order to send the variable pattern subcommands to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0416] (Step S303-20) In step S303-20, the sub-CPU 201 determines whether it has received a special symbol confirmation command. If it has received a special symbol confirmation command, it proceeds to step S303-21; otherwise, it proceeds to step S303-23.
[0417] (Step S303-21) In step S303-21, the sub-CPU 201 executes processing upon receiving a special symbol confirmation command. Specifically, it executes processing to confirm and display the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d. After completing this processing, the process moves on to step S303-22.
[0418] (Step S303-22) In step S303-22, the sub-CPU 201 sets the special symbol confirmation subcommand in the subcommand transmission area in order to send the special symbol confirmation subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0419] (Step S303-23) In step S303-23, the sub-CPU 201 determines whether it has received a command to specify the performance symbols. If it has received a command to specify the performance symbols, it proceeds to step S303-24; otherwise, it proceeds to step S303-26.
[0420] (Step S303-24) In step S303-24, the sub-CPU 201 executes the processing for receiving the performance symbol specification command. After executing the processing for receiving the performance symbol specification command, the process moves on to step S303-25.
[0421] Here, using Figures 46(A) and 46(B), the processing details of the processing when a special symbol specification command is received will be described in detail. As shown in Figure 46(A), if it is a special symbol win (special symbol A), the special symbol "111" is selected at a rate of "15 / 100", the special symbol "222" is selected at a rate of "5 / 100", the special symbol "333" is selected at a rate of "25 / 100", the special symbol "444" is selected at a rate of "5 / 100", the special symbol "555" is selected at a rate of "15 / 100", the special symbol "666" is selected at a rate of "5 / 100", the special symbol "777" is selected at a rate of "25 / 100", and the special symbol "888" is selected at a rate of "5 / 100". On the other hand, if it is a special symbol win (special symbol B), the performance symbols "111" are selected at a rate of "5 / 100", "222" at a rate of "25 / 100", "444" at a rate of "25 / 100", "555" at a rate of "5 / 100", "666" at a rate of "20 / 100", and "888" at a rate of "20 / 100". If it is a special symbol win (special symbol D), the only option is the performance symbol "777".
[0422] Special symbol A, which triggers a special win and transitions to the time-saving game state 2, allows selection of all performance symbols from "111" to "888," with odd-numbered symbols being more likely to be selected than even-numbered symbols. On the other hand, special symbol B, which transitions to the normal game state, does not select performance symbols "333" or "777," and is more likely to select even-numbered symbols than odd-numbered symbols. This makes it easier to predict the transition destination from the displayed performance symbols.
[0423] In the case of a minor win, as shown in Figure 46(B), if it is a minor win (special symbol F), the only option is the performance symbol "333". Also, if it is a minor win (special symbol G), the performance symbol "111" is selected at a rate of "50 / 100", and the performance symbol "555" is selected at a rate of "50 / 100". Also, if it is a minor win (special symbol H), the performance symbol "222" is selected at a rate of "25 / 100", the performance symbol "444" is selected at a rate of "25 / 100", the performance symbol "666" is selected at a rate of "25 / 100", and the performance symbol "888" is selected at a rate of "25 / 100". In other words, if special symbol F transitions to time-saving game state 3, which grants the most time-saving spins, the only option is the performance symbol "333," giving the player the impression that they have won a good prize. If special symbol H transitions to time-saving game state 1, which grants the fewest time-saving spins, only even-numbered symbols are selectable, giving the player the impression that they have won a less-than-good prize. Furthermore, if special symbol G transitions to time-saving game state 2, which is in the middle, selecting the performance symbols "111" or "555" gives the player the impression that they have won a somewhat good prize, though not as much as special symbol F. By selecting performance symbols in this way, the player can be given information to decide whether or not to pass the game ball through a specific area. Note that the selection of performance symbols is merely an example and can be changed as appropriate.
[0424] (Step S303-25) In step S303-25, the sub-CPU 201 sets the performance pattern subcommand in the subcommand transmission area in order to send the performance pattern subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.
[0425] (Step S303-26) In step S303-26, the sub-CPU 201 determines whether it has received a minor win designation command. If it has received a minor win designation command, it proceeds to step S303-27; otherwise, it proceeds to step S303-29.
[0426] (Step S303-27) In step S303-27, the sub-CPU 201 executes the processing for receiving a minor win designation command. After executing the processing for receiving a minor win designation command, the process moves to step S303-28.
[0427] Here, we will detail the processing when a minor win is specified using Figures 46(C), 46(D1), and (D2). As shown in Figure 46(C), if the special symbol F is hit while in time-saving game state 1, notification mode A is selected regardless of the remaining number of time-saving rounds (value of the time-saving round counter). Also, if the special symbol F is hit while in time-saving game state 2, notification mode A is selected regardless of the remaining number of time-saving rounds. Also, if the special symbol F is hit while in time-saving game state 3, notification mode A is selected regardless of the remaining number of time-saving rounds. In other words, when the special symbol F is hit, notification mode A is executed, and notification mode B is never executed.
[0428] Next, if you hit the special symbol G while in time-saving game state 1, notification mode A will be selected regardless of the number of remaining time-saving rounds. Also, if you hit the special symbol G while in time-saving game state 2, notification mode B will be selected up to 11 remaining time-saving rounds, and notification mode A will be selected from 10 remaining rounds onwards. Furthermore, if you hit the special symbol G while in time-saving game state 3, notification mode B will be selected up to 11 remaining rounds, and notification mode A will be selected from 10 remaining rounds onwards. In other words, when you hit the special symbol G, if you are in time-saving game state 2 or 3, the notification mode will change as the number of remaining time-saving rounds decreases.
[0429] Next, if you hit the special symbol H while in time-saving game state 1, notification mode A will be selected regardless of the number of remaining time-saving rounds. Also, if you hit the special symbol H while in time-saving game state 2, notification mode B will be selected if there are 2 or fewer time-saving rounds remaining, and notification mode A will be selected if there is 1 or more time-saving rounds remaining. Furthermore, if you hit the special symbol H while in time-saving game state 3, notification mode B will be selected if there are 2 or fewer time-saving rounds remaining, and notification mode A will be selected if there is 1 or more time-saving rounds remaining. In other words, when you hit the special symbol H, if you are in time-saving game state 2 or 3, the notification mode will change as the number of remaining time-saving rounds decreases.
[0430] Next, the notification modes are shown in Figures 46(D1) and (D2). Notification mode A, shown in (D1), displays an arrow image indicating to shoot to the right in front of an image resembling the second large prize slot 32, a text image that says "Aim for V!" encouraging the player to enter a specific area of the second large prize slot 32, a small image of shooting to the right displayed in the upper right corner of the screen, and a round 1 image indicating that it is the first round of a small win. On the other hand, notification mode B, shown in (D2), does not display the text image "Aim for V!" as in notification mode A, but the remaining display modes are the same as notification mode A. In other words, notification mode A, which displays the text image "Aim for V!", is a more effective notification to the player in urging them to shoot to the right than notification mode B, which does not display the text image "Aim for V!".
[0431] In other words, when notification mode A is executed, the player is expected to place the game ball into a specific area of the second large prize slot 32, while when notification mode B is executed, the player is left to decide whether or not to place the game ball into the specific area of the second large prize slot 32. As a result, the player can see the executed notification mode and choose whether to place the game ball into the specific area to trigger a second big win, or to not place the game ball into the specific area and end the minor win without transitioning to a second big win. Therefore, the destination time-saving game state will also change depending on the choice made, giving the player the feeling that they have chosen the destination of the time-saving game state, which leads to an improvement in the enjoyment of the game.
[0432] (Step S303-28) In step S303-28, the sub-CPU 201 sets the sub-command for minor win effects in the sub-command transmission area in order to send the minor win effect sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the effect control board timer interrupt processing.
[0433] (Step S303-29) In step S303-29, the sub-CPU 201 executes processing corresponding to other received commands. For example, if it receives a command indicating that a setting value is being changed, a command indicating that a setting value is being checked, or a command indicating that the setting value has been checked, it executes processing corresponding to these received commands. After completing this processing, it proceeds to step S304 of the timer interrupt processing for the performance control board.
[0434] (Regarding the variable animation pattern table) Figure 28 shows an example of a variable animation pattern table stored in the sub-ROM 202.
[0435] The variation pattern table defines one or more variation patterns corresponding to each variation pattern. If variation pattern 1 is selected, the shortened variation of variation pattern (P1) will be executed. If variation pattern 2 is selected, for example, the normal variation 1 of variation pattern (P2) will be executed 70% of the time, and the normal variation 2 of variation pattern (P3) will be executed 30% of the time.
[0436] Furthermore, in variation pattern 3, for example, normal reach 1 of variation performance pattern (P4) will be executed 80% of the time, and normal reach 2 of variation performance pattern (P5) will be executed 20% of the time. Also, in variation pattern 4, for example, confrontation reach 1 of variation performance pattern (P6) will be executed 60% of the time, and confrontation reach 2 of variation performance pattern (P7) will be executed 40% of the time.
[0437] Furthermore, if variation pattern 5 is selected, for example, Mission A reach from variation performance pattern (P8) will be executed 70% of the time, and Mission B reach from variation performance pattern (P9) will be executed 30% of the time. Also, if variation pattern 6 is selected, for example, Mission C reach from variation performance pattern (P10) will be executed 60% of the time, and Mission D reach from variation performance pattern (P11) will be executed 40% of the time.
[0438] Furthermore, if variation pattern 7 is selected, the Mission E reach from variation performance pattern (P12) will be executed. Also, if variation pattern 8 is selected, the live-action reach from variation performance pattern (P13) will be executed.
[0439] Furthermore, in variation pattern 9, for example, there is a 40% chance that the variation performance pattern (P14) confrontation reach 1 will be executed, and a 60% chance that the variation performance pattern (P15) confrontation reach 2 will be executed. In other words, confrontation reach 1 is more likely to be executed when the special symbol is missed, and less likely to be executed when the special symbol is hit, compared to confrontation reach 2. In short, from the player's perspective, the expectation of a winning game is higher when confrontation reach 2 is executed than when confrontation reach 1 is executed.
[0440] Furthermore, in variation pattern 10, for example, Mission A reach from variation performance pattern (P16) is executed 30% of the time, and Mission B reach from variation performance pattern (P17) is executed 70% of the time. In other words, Mission A reach is more likely to be executed when the special symbol is missed, and less likely to be executed when the special symbol is hit, compared to Mission B reach. In short, from the player's perspective, the expectation of a winning game is higher when Mission B reach is executed than when Mission A reach is executed.
[0441] Furthermore, in variation pattern 11, for example, Mission C reach from variation performance pattern (P18) is executed 40% of the time, and Mission D reach from variation performance pattern (P19) is executed 60% of the time. In other words, Mission C reach is more likely to be executed when the special symbol is missed, and less likely to be executed when the special symbol is hit, compared to Mission D reach. Also, Super Reach 2-1, which can execute Mission A reach and Mission B reach, has a higher selection rate when the special symbol is missed than Super Reach 2-2, which can execute Mission C reach and Mission D reach. Therefore, from the player's perspective, the expectation of a winning game being executed increases in the order of Mission A reach < Mission B reach < Mission C reach < Mission D reach.
[0442] Furthermore, if variation pattern 12 is selected, the Mission E reach of variation performance pattern (P20) will be executed. Super reach 2-3, in which Mission E reach is executed, has a higher selection rate when the special symbol is hit and a lower selection rate when the special symbol is missed compared to super reach 2-1, which may execute Mission A reach or Mission B reach, and super reach 2-2, which may execute Mission C reach or Mission D reach. Therefore, from the player's perspective, the expectation of a winning game being executed increases in the order of Mission A reach < Mission B reach < Mission C reach < Mission D reach < Mission E reach.
[0443] Furthermore, if variation pattern 13 is selected, the live-action reach of variation performance pattern (P21) will be executed. Super Reach 3, which executes the live-action reach, has a higher selection rate when the special symbol is hit and a lower selection rate when the special symbol is missed compared to Super Reach 2-1, which may execute Mission A reach and Mission B reach, Super Reach 2-2, which may execute Mission C reach and Mission D reach, and Super Reach 2-3, which executes Mission E reach. Therefore, from the player's perspective, the expectation of a winning game being executed increases in the order of Mission A reach < Mission B reach < Mission C reach < Mission D reach < Mission E reach < Live-action reach.
[0444] Furthermore, if variation pattern 14 is selected, the full rotation reach of variation performance pattern (P22) will be executed. Since the full rotation reach is never executed when the special symbol is missed, the player's expectation of a winning game increases in the following order: Mission A reach < Mission B reach < Mission C reach < Mission D reach < Mission E reach < Live-action reach < Full rotation reach.
[0445] Furthermore, if variation pattern 15 is selected, the shortened variation of variation performance pattern (P23) will be executed; if variation pattern 16 is selected, normal variation 1 of variation performance pattern (P24) and normal variation 2 of variation performance pattern (P25) will be executed at predetermined rates; if variation pattern 17 is selected, normal reach 1 of variation performance pattern (P26) and normal reach 2 of variation performance pattern (P27) will be executed at predetermined rates; if variation pattern 18 is selected, breakthrough reach 1 of variation performance pattern (P28) and breakthrough reach 2 of variation performance pattern (P29) will be executed at predetermined rates; if variation pattern 19 is selected, breakthrough reach 1 of variation performance pattern (P30) and breakthrough reach 2 of variation performance pattern (P31) will be executed at predetermined rates; and if variation pattern 20 is selected, the time-saving full rotation reach of variation performance pattern (P32) will be executed.
[0446] Next, an example of various effects that the pachinko game machine 1 in this embodiment can perform is described below.
[0447] (Predictive effect) A pre-reading effect is an effect that is performed based on the result of a pre-determination process performed at the moment a game ball enters the first starting opening 21, prior to the special symbol win determination process in the special symbol variation start processing. If a pre-reading effect is not implemented, for example, when a game ball enters the first starting opening 21, the determination information is acquired and stored, and then the special symbol win determination process is performed in the special symbol variation start processing. Therefore, even if the determination information is stored in the "fourth memory area," it will not be determined whether it is a special symbol win until the determination information is transferred to the "relevant variation memory area." Consequently, even if the determination information for a "special symbol win" is acquired, it will not be possible to perform effects that increase the expectation of a special symbol win before the determination information is transferred to the "relevant variation memory area." However, by incorporating a pre-announcement feature, for example, a "pre-determination process (winning determination process)" can be performed to determine whether it is a "special symbol win" or a "special symbol miss," and then a series of effects can be executed over multiple spins (including the spins that have been transferred to the "same spin memory area") until the determination information is transferred to the "same spin memory area." This makes it possible to increase the expectation of a "special symbol win" even before the determination information is transferred to the "same spin memory area."
[0448] A concrete example of the above-mentioned pre-reading effect is the "reserve pre-reading effect." The "reserve pre-reading effect" is an effect that mainly uses the variable icon displayed in the variable icon display area 26o and the reserve icons displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and a pre-judgment process is executed. Then, if it is determined that the reserve pre-reading effect should be executed based on the judgment result of the pre-judgment process, a pre-reading reserve icon different from the default normal color (white) reserve icon (normal icon) is displayed in the fourth reserve ball image display area 26j. The pre-read hold icon can be displayed in multiple types and stages, such as "blue," "yellow," "green," "red," and "rainbow." If the pre-judgment result is "special symbol hit," one of "blue," "yellow," "green," "red," or "rainbow" can be displayed. If the pre-judgment result is "special symbol miss," one of "blue," "yellow," "green," or "red" can be displayed. Furthermore, "rainbow" is only selectable when it is a "special symbol hit," and when it is a "special symbol hit," "red" is made easier to select, and when it is a "special symbol miss," "blue" is made easier to select, increasing the expectation of a special symbol hit with "red." The relationship of the expectation of a special symbol hit, from highest to lowest, is rainbow > red > green > yellow > blue > normal. In this embodiment, such a display is sometimes called a "hold change display."
[0449] Another specific example of the above-mentioned pre-announcement effect is the "winning flash effect." The "winning flash effect" is an effect that increases the expectation of a special win by having a speaker lamp installed in the lower speaker light up when a game ball enters the start slot and continuing to light up until the start of the symbol variation game related to that ball, or until the execution of the symbol variation game related to that ball, or until the end of the symbol variation game related to that ball. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start slot 21, the judgment information is stored in the "fourth memory area" and a pre-judgment process is executed. Then, based on the judgment result of the pre-judgment process, if it is determined that the winning flash effect should be executed, a scenario for lighting the speaker lamp (a scenario with a predetermined light color) is selected and the speaker lamp is lit according to the selected scenario. The speaker lamp's light color is, for example, in order of increasing expectation of a special symbol win: red > green > blue. Similar to the aforementioned hold pre-announcement effect, it is also possible to change the color to indicate the highest expectation of a special symbol win with each reel spin game. It is also possible to output a winning sound corresponding to each color.
[0450] Another specific example of the above-mentioned pre-announcement effect is the "zone effect." The "zone effect" is an effect that mainly uses the image display device 26. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. If it is determined that the zone effect should be executed based on the judgment result of the pre-judgment process, then, for example, in the next symbol variation game, the image display device 26 will display an effect that encourages entry, such as "If the special symbols line up, you will enter the ○○ zone!", and then, after the special symbols line up and the player enters the "○○ zone", the "○○ zone" effect is executed until the judgment information stored in the "fourth memory area" is transferred to the "current variation memory area". During the execution of this "○○ zone" effect, the image display device 26 will display a caption such as "In the ○○ zone". Furthermore, the "zone effect" is more likely to be executed when the pre-determination process determines that a special symbol win has occurred, and less likely to be executed when the special symbol loss has occurred. Therefore, when it is executed, it can create a strong expectation that a special symbol win will be awarded.
[0451] Another specific example of the above-mentioned pre-announcement effect is the "consecutive chance symbol notification." The "consecutive chance symbol notification" is an effect that mainly uses the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c displayed on the image display device 26. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. Then, based on the judgment result of the pre-judgment process, if it is determined that the consecutive chance symbol effect should be executed, for example, the combination of decorative symbols of the same color is stopped in the confirmation display of the symbol variation game corresponding to the judgment information stored in the "first memory area," the confirmation display of the symbol variation game corresponding to the judgment information stored in the "second memory area," and the confirmation display of the symbol variation game corresponding to the judgment information stored in the "third memory area." For example, the decorative symbols consist of "333" and "777" in red, "111" and "555" in green, and "222," "444," "666," and "888" in blue. By displaying combinations consisting only of red, such as "337" and "773," combinations consisting only of green, such as "115" and "551," and combinations consisting only of blue, such as "246" and "628," over multiple variations, the game creates an expectation that a special symbol win may be awarded in the subsequent symbol variation game. Furthermore, when a special symbol win occurs, it is easier to select a combination consisting only of red, and when a special symbol loss occurs, it is easier to select a combination consisting only of blue, thus increasing the expectation of a special symbol win when a combination consisting only of red is displayed.
[0452] (Pseudo-consecutive announcement) The pseudo-consecutive announcement is an effect using the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c mainly displayed on the image display device 26, and the pseudo-consecutive exclusive symbol. In the "one-variation game", it is an effect that repeats the temporary stop display of the decorative symbols, making it seem as if multiple variations are being performed. For example, the pseudo-consecutive can be executed 2 or 3 times. The higher the number of times, the higher the expectation of hitting the special symbol. As specific effect content, for example, the left decorative symbol 26a temporarily stops displaying "5", the right decorative symbol 26c temporarily stops displaying "6", the middle decorative symbol 26b temporarily stops displaying the "pseudo-consecutive exclusive symbol", and then all the decorative symbols are variably displayed again (at this point, pseudo-consecutive 2 times). Then, again, the left decorative symbol 26a temporarily stops displaying "5", the right decorative symbol 26c temporarily stops displaying "6", the middle decorative symbol 26b temporarily stops displaying the "pseudo-consecutive exclusive symbol", and then all the decorative symbols are variably displayed again (at this point, pseudo-consecutive 3 times). Such is the effect content. For example, in the second temporary stop display, if the left decorative symbol 26a temporarily stops displaying "5" and the right decorative symbol 26c temporarily stops displaying "5", it is pseudo-consecutive 2 times. If in the second temporary stop display, the left decorative symbol 26a temporarily stops displaying "5" and the right decorative symbol 26c temporarily stops displaying "6", it is pseudo-consecutive 3 times. Also, once a reach occurs, the middle decorative symbol 26b temporarily stops displaying the "pseudo-consecutive exclusive symbol", so-called "pseudo-consecutive after reach". Or, for example, at the start of the variation after the first temporary stop display, a notice (symbol stop notice) is given that the "pseudo-consecutive exclusive symbol" will be temporarily stopped displayed on the middle decorative symbol 26b, and an effect that determines that pseudo-consecutive 3 or more times is also executable at that point can be executed.
[0453] Next, the big win notice effect will be explained. The big win notice effect (an effect suggesting the possibility of executing a big win game) is the effect determined in step S303-18 of FIG. 27.
[0454] FIG. 29 is a notice determination table 1, which is a table for determining a notice (pre-reach notice) executed before a reach is formed from the start of symbol variation in the symbol variation game. When the table is stored in the sub-ROM 202 and the determination result of the special symbol hit determination process, the variable effect pattern, the allocation, and the notice (content) are defined, the sub-CPU 201 refers to the determination result of the special symbol hit determination process and the determined variable effect pattern, and determines the notice (content) using the extracted random number value for notice determination.
[0455] When the determination result is a special symbol miss, if the variable effect pattern is a shortened variation (P1, P23), no notice is always determined. If the variable effect pattern is a normal variation variation (P2~P3, P24~P25), no notice is determined at 80%, and a dialogue notice is determined at 20%. If the variable effect pattern is a normal reach (P4~P5, P26~P27), no notice is determined at 70%, and a dialogue notice is determined at 30%. Also, if the variable effect pattern is a super reach 1 (P6~P7), super reach 2-1~2-3 (P8~P12), or super reach during time shortening (P28~P29), no notice is determined at 20%, a dialogue notice is determined at 70%, and a button vibration notice is determined at 10%. If the variable effect pattern is a super reach 3 (P13), a dialogue notice is determined at 80%, and a button vibration notice is determined at 20%.
[0456] When the determination result is a special symbol hit (including small hits), if the variable effect pattern is a super reach 1 (P14~P15), super reach 2-1~2-3 (P16~P20), or super reach during time shortening (P30~P31), no notice is determined at 20%, a dialogue notice is determined at 60%, and a button vibration notice is determined at 20%. Also, if the variable effect pattern is a super reach 3 (P21), a dialogue notice is determined at 70%, and a button vibration notice is determined at 30%. If the variable effect pattern is a full rotation reach (P22) or a full rotation reach during time shortening (P32), a dialogue notice is determined at 60%, and a button vibration notice is determined at 40%.
[0457] The notice determination table 1 has the following characteristics. The dialogue preview can be triggered even if a winning combination is not achieved. This helps to alleviate boredom and prevent a decline in the enjoyment of the game. Even when a Super Reach (special symbol miss, special symbol hit, or minor win) is performed, it may be selected to have no prior announcement. This prevents players from being disappointed if a pre-reach announcement is not performed. When a Super Reach (special symbol miss, special symbol hit, minor win) occurs, the pre-reach announcement is more likely to occur compared to when a shortened or normal spin occurs. This allows players to focus on the subsequent developments when a pre-reach announcement is made, thereby enhancing the enjoyment of the game. The button vibration notification can be activated during Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Super Reach during Time Reduction, Full Rotation). This allows players to know in advance that a Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Super Reach during Time Reduction, Full Rotation) will occur when the button vibration notification is activated, thereby enhancing the enjoyment of the game.
[0458] For example, in Super Reach 1, 2-1~2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, the dialogue notification is more likely to be executed and the button vibration notification is less likely to be executed compared to when the special symbol is hit (including minor hits). This allows the player's expectation of a special win (including minor wins) to increase when the button vibration notification is triggered, and encourages them to play while hoping that the button vibration notification will be triggered.
[0459] Figure 30 is a dialogue preview determination table used to determine the details of the dialogue preview. The basic determination method is the same as in Figure 29.
[0460] If the result of the judgment is a special symbol miss, if the variation performance pattern is a normal variation (P2~P3, P24~P25), the dialogue (white) will always be determined. If the variation performance pattern is a normal reach (P4~P5, P26~P27), the dialogue (white) will be determined 90% of the time and the dialogue (red) will be determined 10% of the time. If the variation performance pattern is a super reach 1 (P6~P7), super reach 2-1~2-3 (P8~P12), or a super reach during time reduction (P28~P29), the dialogue (white) will be determined 20% of the time, the dialogue (red) will be determined 50% of the time and the dialogue (red) 2 stage will be determined 30% of the time. If the variation animation pattern is Super Reach 3 (P13), there is a 20% chance that the dialogue (white) will be selected, a 40% chance that the dialogue (red) will be selected, and a 40% chance that the dialogue (red) will be selected in two stages.
[0461] If the result of the judgment is a special win (including minor wins), and the variation performance pattern is Super Reach 1 (P14~P15), Super Reach 2-1~2-3 (P16~P20), or Super Reach during time reduction (P30~P31), then there is a 10% chance that the dialogue (white) will be determined, a 40% chance that the dialogue (red) will be determined, and a 50% chance that the dialogue (red) will be in two stages. If the variation animation pattern is Super Reach 3 (P21), there is a 10% chance that the dialogue (white) will be selected, a 30% chance that the dialogue (red) will be selected, and a 60% chance that the dialogue (red) will be selected in two stages. If the variation animation pattern is Full Rotation Reach (P22) or Full Rotation Reach during Short Time (P32), there is a 40% chance that the dialogue (red) will be selected in two stages, and a 60% chance that the dialogue (rainbow) will be selected.
[0462] The dialogue preview determination table has the following characteristics: For example, in a normal reach, if the special symbol is missed, the dialogue (white) is more likely to be executed, and the dialogue (red) is less likely to be executed, compared to when the special symbol is hit (including minor hits). For example, in Super Reach 1, 2-1~2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, the dialogue (white) and dialogue (red) are more likely to be executed compared to when the special symbol is hit (including minor hits), while the two-stage dialogue (red) is less likely to be executed. This allows the player to play the game while hoping that the dialogue (in red) and, even more importantly, the two-stage dialogue (in red) will be executed.
[0463] The dialogue (white) can be displayed even during Super Reach or higher (excluding Full Reel Reach). This prevents players from becoming discouraged when the dialogue (white) appears. The dialogue (in red) can be played during a reach or better (normal reach, super reach 1, 2-1~2-3, 3, and super reach during time-saving mode). This allows players to know in advance that the appearance of the dialogue (in red) will trigger a reach or better (normal reach, super reach 1, 2-1~2-3, 3, and super reach during time-saving mode), thereby enhancing the enjoyment of the game. The two-stage red dialogue can be triggered during Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Super Reach during Short Time, Full Rotation, Full Rotation during Short Time). This allows players to anticipate that the occurrence of the two-stage red dialogue will trigger a Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Super Reach during Short Time, Full Rotation, Full Rotation during Short Time), thereby enhancing the enjoyment of the game. The dialogue (rainbow) can only be executed during a full rotation reach or a full rotation reach during a time-saving mode. This allows the dialogue (rainbow) to be linked to the full rotation reach and the full rotation reach during a time-saving mode, allowing the player to recognize in advance that a full rotation reach or a full rotation reach during a time-saving mode will be executed.
[0464] Figure 31 is a button vibration notification determination table used to determine the details of the button vibration notification. The basic determination method is the same as in Figure 29.
[0465] If the result of the judgment is a special symbol miss, and the variation performance pattern is Super Reach 1 (P6~P7), Super Reach 2-1~2-3 (P8~P12), or Super Reach during time reduction (P28~P29), then there is a 90% chance of one 2-second vibration and a 10% chance of three 2-second vibrations. If the variation performance pattern is Super Reach 3 (P13), then there is an 80% chance of one 2-second vibration and a 20% chance of three 2-second vibrations.
[0466] If the result of the judgment is a special symbol win (including minor wins), if the variation performance pattern is Super Reach 1 (P14~P15), Super Reach 2-1~2-3 (P16~P20), or Time-Saving Super Reach (P30~P31), there is a 70% chance that one 2-second vibration will be determined and a 30% chance that three 2-second vibrations will be determined. If the variation performance pattern is Super Reach 3 (P21), there is a 60% chance that one 2-second vibration will be determined and a 40% chance that three 2-second vibrations will be determined. If the variation performance pattern is Full Rotation Reach (P22) or Time-Saving Full Rotation Reach (P32), there is a 30% chance that one 2-second vibration will be determined and a 70% chance that three 2-second vibrations will be determined.
[0467] The button vibration notification determination table has the following characteristics: For example, in Super Reach 1, 2-1 to 2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, it is more likely that one 2-second vibration will occur compared to when the special symbol is hit (including minor hits), while it is less likely that three 2-second vibrations will occur. This allows the player to play the game while hoping for three 2-second vibrations to occur.
[0468] In full-reel spinning reaches and full-reel spinning reaches during time-saving mode, the probability of three 2-second vibrations occurring is higher than the probability of one 2-second vibration occurring. As a result, when three 2-second vibrations occur, the player's expectations can be greatly increased, improving the enjoyment of the game.
[0469] Furthermore, since the dialogue notification is a notification executed by the image display device 26, and the button vibration notification is a notification executed by the performance button 14, both may be executed simultaneously in a combined manner. This can instantly raise the player's expectations and enhance the enjoyment of the game.
[0470] Here, we will explain the modes of dialogue announcements and button vibration announcements using Figures 36 and 37. Figure 36 shows the form of the dialogue preview. (a1) is a scene in which an image resembling the performance button 14 (a button image labeled "PUSH") is displayed in the center of the image display device 26 during the display of each decorative pattern 26a to 26c and the fourth pattern 26d. The image resembling the performance button 14 is displayed entirely in green, and the performance button LED also lights up in the corresponding green color to indicate that the performance button 14 is within the valid operating time. This prompts the player to operate the performance button 14. The button image is displayed at the same size during dialogue announcements, cut-in announcements, and judgments.
[0471] Then, when the player operates the performance button 14, a character and dialogue are displayed as shown in (a2). (a2) shows the form of the dialogue (white), and during the display of each decorative symbol 26a~26c and the fourth symbol 26d, the character emits the dialogue image SE1 saying "Maybe it's a reach!?". The dialogue (white) is when the background color of the speech bubble in the dialogue image SE1 is white and the text part is, for example, black. In addition, a dialogue sound effect 1 is output along with the display of the dialogue image SE1, audibly indicating that the dialogue (white) has been displayed.
[0472] Then, when the dialogue image SE1 is displayed for a predetermined time (for example, 2.5 seconds), the dialogue image SE1 may disappear as shown in (a3), and then a reach as shown in (a4) may be formed.
[0473] (b1) is a scene in which, during the display of each decorative symbol 26a to 26c and the fourth symbol 26d, a button image (an image labeled "PUSH") resembling the performance button 14 is displayed in the center of the image display device 26. The entire button image is displayed in green, and the performance button LED also lights up in the corresponding green, indicating that the performance button 14 is within the valid operating time. This prompts the player to operate the performance button 14. In addition, the speaker 10 outputs a button display sound (single tone) in conjunction with the display of the button image, indicating that the button image has been displayed.
[0474] Then, when the player operates the performance button 14, a character and dialogue are displayed as shown in (b2). (b2) shows the form of the dialogue (red), and during the display of each decorative symbol 26a~26c and the fourth symbol 26d, the character emits the dialogue image SE2 saying "Chance!". The dialogue (red) is characterized by the background color of the speech bubble in the dialogue image SE2 being red, and the text being, for example, black. In addition, along with the display of the dialogue image SE2, a dialogue sound effect 2, which is different from the dialogue sound effect 1, is output, audibly indicating that the dialogue (red) has been displayed.
[0475] If the dialogue is in red, the dialogue image SE2 will disappear after a predetermined time (for example, 2.5 seconds). However, if the dialogue (red) is in two stages, the behavior shown in (b3) will occur, and the dialogue image SE2 that was displayed in (b2) will remain displayed even after the predetermined time (for example, 2.5 seconds) has elapsed, and another character will then utter the dialogue image SE3 saying "It's hot!". In the dialogue image SE3 as well, the background color of the speech bubble is red, and the text is, for example, black. In addition, the dialogue sound effect 2 is output along with the display of the dialogue image SE3, further suggesting audibly that the dialogue (red) has been displayed.
[0476] Then, after a predetermined time (for example, 3 seconds) has elapsed since the start of displaying dialogue image SE3, dialogue images SE2 and SE3 are hidden, and a reach as shown in (b4) is formed. In other words, if the dialogue is red, the execution period is 2.5 seconds, and if there are two stages of red dialogue, the execution period is 5.5 seconds.
[0477] In this way, the dialogue (white) and the dialogue (red) are displayed in clearly different ways visually, and the dialogue (red) and the two-stage dialogue (red) are also displayed in clearly different ways visually, thus preventing difficulty in determining which dialogue preview has been executed.
[0478] In addition, since the voiceover effect sound 1 is output together with the display of the white caption and the voiceover effect sound 2 is output together with the display of the red caption, it is possible to prevent the situation where it is difficult to grasp which voiceover preview has been executed even auditorily. Since the voiceover effect sound 1 corresponds to the white caption and the voiceover effect sound 2 corresponds to the red caption, it can be said that the degree of expectation for each special figure is also suggested in the voiceover effect sound output together in the voiceover preview.
[0479] In addition, by making the display color of the button image correspond to the emission color of the effect button LED, it is possible to make it easily understandable that it is during the operation valid time of the effect button 14.
[0480] In the case of the white caption, the background color is white and the characters are black, but the background color may be black and the characters may be white. That is, using the normal color means using "white" for either the background color or the characters. In the case of the red caption, the background color is red and the characters are black, but the background color may be black and the characters may be red. That is, using the specific color means using "red" for either the background color or the characters. In addition, the characters of the caption may be abstract content (for example, Maybe a reach!?) or specific content (for example, It's a reach!). In addition, if the effect button 14 is not operated by the player, the voiceover preview may not be executed.
[0481] Figure 37 shows the mode of the button vibration preview. (a1) is a scene where the decorative symbols 26a to 26c and the fourth symbol 26d start the variable display, and the effect button 14 is not vibrating. At this time, the effect button LED emits white light. (a2) is a scene after a predetermined time (for example, 1 second) has elapsed from (a1). In this scene, the effect button 14 vibrates once over 2 seconds. Also at this time, the effect button LED emits white light. (b1) is the same scene as (a1), and (b2) is the scene after a predetermined time has elapsed (for example, 1 second) from (b1), in which the performance button 14 vibrates once for 2 seconds, then after a 0.5-second interval, the performance button 14 vibrates once for 2 seconds, then after a 0.5-second interval, the performance button 14 vibrates once for 2 seconds. The illumination pattern of the performance button LED is the same as in (a1) and (a2). In other words, (a1) and (a2) represent one oscillation over two seconds, while (b1) and (b2) represent three oscillations over two seconds. In this way, the vibrations are distinctly different, preventing situations where it is difficult to determine which button vibration notification has been triggered.
[0482] The button vibration notification was initially presented as a difference in the number of vibrations (e.g., 2-second vibration x 1, 2-second vibration x 3), but it could also be a difference in the vibration duration. For example, there could be a 2-second vibration and a 5-second vibration, with the 5-second vibration being less likely to be selected when the player is losing and more likely to be selected when the player is winning.
[0483] Let's return to the explanation of the preview decision table. Figure 32 is the notification determination table 2, which is a table for determining the notifications (notifications during a reach) that are executed when a reach is formed in a symbol variation game. When a reach is formed, it is intended to be from the time when the left decorative symbol 26a and the right decorative symbol 26c are temporarily stopped (for example, 4↓4) until a predetermined time has elapsed (for example, 5 seconds). The table is stored in sub-ROM 202 and defines the judgment result of the special symbol hit detection process, the variation performance pattern, the distribution, and the notification (content). Sub-CPU 201 refers to the judgment result of the special symbol hit detection process and the determined variation performance pattern, and uses the extracted random value for notification determination to determine the notification (content).
[0484] If the judgment result is a miss in the special drawing, if the variation performance pattern is a shortened variation (P1, P23), it is always determined that there is no notice. If the variation performance pattern is a normal variation (P2 - P3, P24 - P25), it is always determined that there is no notice. If the variation performance pattern is a normal reach (P4 - P5, P26 - P27), it is always determined that there is no notice. Also, if the variation performance pattern is a super reach 1 (P6 - P7), super reach 2 - 1 to 2 - 3 (P8 - P12), super reach during time shortening (P28 - P29), then there is no notice determined at 30%, logo notice is determined at 60%, and vehicle group notice is determined at 10%. If the variation performance pattern is a super reach 3 (P13), then there is no notice determined at 35%, logo notice is determined at 60%, and vehicle group notice is determined at 5%.
[0485] If the judgment result is a hit in the special drawing (including small hits), if the variation performance pattern is a super reach 1 (P14 - P15), super reach 2 - 1 to 2 - 3 (P16 - P20), super reach during time shortening (P30 - P31), then there is no notice determined at 10%, logo notice is determined at 40%, and vehicle group notice is determined at 60%. Also, if the variation performance pattern is a super reach 3 (P21), then there is no notice determined at 10%, logo notice is determined at 55%, and vehicle group notice is determined at 35%. If the variation performance pattern is a full rotation reach (P22), full rotation reach during time shortening (P32), then logo notice is determined at 40%, and vehicle group notice is determined at 60%.
[0486] The notice decision table 2 has the following characteristics. Both the logo notice and the vehicle group notice are executable in super reaches or more (super reach 1, 2 - 1 to 2 - 3, 3, super reach during time shortening, full rotation, full rotation during time shortening), and are not executed in normal reaches. This enables the game to be played while making it desirable for the logo notice or the vehicle group notice to be executed when a reach is formed. For example, in Super Reach 1, 2-1~2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, the no-preview and logo preview are more likely to occur, and the car group preview is less likely to occur, compared to when the special symbol is hit (including minor wins). This allows the player's expectation of winning a special prize (including minor wins) when the car group notification is executed, and encourages them to play while hoping that the car group notification will be executed.
[0487] Figure 33(a) is a logo announcement determination table for determining the details of the logo announcement, and Figure 33(b) is a car group announcement determination table for determining the details of the car group announcement. The basic determination method is the same as in Figure 29.
[0488] The logo preview determination table determines the outcome if the result is a special symbol miss. If the variation animation pattern is Super Reach 1 (P6~P7), Super Reach 2-1~2-3 (P8~P12), or Time-saving Super Reach (P28~P29), there is a 90% chance of a Chance and a 10% chance of a Super Hot result. If the variation animation pattern is Super Reach 3 (P13), there is an 85% chance of a Chance and a 15% chance of a Super Hot result.
[0489] If the result is a special win (including minor wins), and the variation animation pattern is Super Reach 1 (P14~P15), Super Reach 2-1~2-3 (P16~P20), or Time-Saving Super Reach (P30~P31), then there is a 70% chance of a chance and a 30% chance of a super hot result. If the variation animation pattern is Super Reach 3 (P21), then there is a 60% chance of a chance and a 40% chance of a super hot result. If the variation animation pattern is Full Rotation Reach (P22) or Time-Saving Full Rotation Reach (P32), then there is a 50% chance of a chance and a 50% chance of a super hot result.
[0490] The logo preview decision table has the following characteristics: For example, in Super Reach 1, 2-1 to 2-3, 3, and Super Reach during time shortening, when the special figure is a miss, chances are more likely to be executed and intense heat is less likely to be executed compared to the case of the special figure being a hit (including small hits). This allows the game to be played while making it desirable for intense heat to be executed.
[0491] When comparing Super Reach 1, 2-1 to 2-3, Super Reach during time shortening, and Super Reach 3, chances are more likely to be executed in Super Reach 1, 2-1 to 2-3, and Super Reach during time shortening, and intense heat is more likely to be executed in Super Reach 3. This makes it easier to predict which Super Reach will be executed later based on which logo preview is executed.
[0492] When the determination result is a miss of the special figure, if the variation effect pattern is Super Reach 1 (P6 - P7), Super Reach 2-1 to 2-3 (P8 - P12), or Super Reach during time shortening (P28 - P29), the first car group is determined at 80% and the second car group is determined at 20%. If the variation effect pattern is Super Reach 3 (P13), the first car group is determined at 70% and the second car group is determined at 30%.
[0493] When the determination result is a hit of the special figure (including small hits), if the variation effect pattern is Super Reach 1 (P1 forty - P15), Super Reach 2-1 to2-3 (P16 - P20), or Super Reach during time shortening (P30 - P31), the first car group is determined at 60% and the second car group is determined at 40%. If the variation effect pattern is Super Reach 3 (P21), the first car group is determined at 50% and the second car group is determined at 50%. If the variation effect pattern is Full Rotation Reach (P22) or Full Rotation Reach during time shortening (P32), the first car group is determined at 40% and the second car group is determined at 60%.
[0494] The car group preview determination table has the following characteristics. For example, in Super Reach 1, 2-1 to 2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, the first group of cars is more likely to be executed and the second group of cars is less likely to be executed compared to when the special symbol is hit (including minor hits). This allows players to play the game while hoping that the second group of cars will be executed.
[0495] When comparing Super Reach 1, 2-1~2-3, and Super Reach during the time-saving mode with Super Reach 3, the first group of cars is more likely to be triggered by Super Reach 1, 2-1~2-3, and Super Reach during the time-saving mode, while the second group of cars is more likely to be triggered by Super Reach 3. This makes it easier to predict which Super Reach will be triggered later based on which group of cars is announced first.
[0496] In full-rotation reach and full-rotation reach during time-saving mode, the second group of cars is more likely to occur than the first group of cars. As a result, when the second group of cars is executed, the player's expectation of a special win (including minor wins) can be greatly increased.
[0497] Here, we will explain the forms of logo announcements and vehicle group announcements using Figures 38 and 39. Figure 38 shows the form of the logo preview. (a1) shows a scene where each decorative symbol 26a-26c and the fourth symbol 26d are displaying in a variable state, and (a2) shows a scene where the left decorative symbol 26a and the right decorative symbol 26c have temporarily stopped displaying "4", forming a reach. The logo notification is displayed above each decorative symbol 26a-26c as soon as a reach is formed. For example, in (a2), a logo image log1 labeled "Chance" is displayed. This logo image log1 is displayed for a predetermined time (for example, 2 seconds), then disappears, after which a Super Reach 1 or similar becomes possible.
[0498] (b1) is the same as (a1), and in (b2), a logo image log2 labeled "Super Hot" is displayed. This logo image log2 is displayed for a predetermined time (e.g., 2 seconds), then disappears, after which Super Reach 1 etc. can be performed.
[0499] In this way, "Chance" and "Super Hot" are displayed in clearly different ways visually, preventing situations where it is difficult to determine which logo preview has been executed.
[0500] Furthermore, since "Super Hot" indicates a higher probability of a special win than "Chance," you could, for example, display "Chance" in green and "Super Hot" in red. This would allow you to suggest a higher probability of winning through both the text and the color.
[0501] Furthermore, the speaker 10 may output the word "Chance" when the "Chance" indicator is displayed, or the speaker 10 may output the word "Super Hot" when the "Super Hot" indicator is displayed. This allows the player to sense the likelihood of a special win (including minor wins) not only visually but also aurally, thereby enhancing the enjoyment of the game.
[0502] Figure 39 shows the form of a vehicle group warning. (a1) and (b1) show scenes where each decorative symbol 26a to 26c and the fourth symbol 26d are displayed in a variable manner, while (a2) and (b2) show scenes where the left decorative symbol 26a and the right decorative symbol 26c temporarily stop displaying "4", forming a reach. Unlike the logo announcement, the car group announcement is performed in a manner in which images resembling multiple cars move from the right edge to the left edge of the image display device 26 after a predetermined time (for example, 1.5 seconds) has elapsed since the reach was formed.
[0503] (a3) shows the display mode of the first car group, and a plurality of car group images car1 that make up the first car group are displayed. Also, (b3) shows the display mode of the second car group, and a plurality of car group images car2 that make up the second car group are displayed. In both cases, it is composed of about 2 seconds from the start to the end of the display of the car group image. When the display of the car group image ends, then Super Reach 1 or the like can be executed thereafter.
[0504] In this way, since the first car group and the second car group are displayed in visually distinct modes, it is possible to prevent the situation where it is difficult to grasp which car group preview has been executed.
[0505] Note that the logo preview and the car group preview may both be determined in one variation effect, or only one of them may be determined.
[0506] Return again to the explanation of the preview decision table. Figure 34(a) is the preview decision table 3, which is a table for determining the preview (preview during Super Reach) executed during Super Reach in the symbol variation game. This table is stored in the sub-ROM 202, and the determination result of the special symbol hit determination process, the variation effect pattern, the distribution, and the preview (content) are defined. The sub-CPU 201 refers to the determination result of the special symbol hit determination process and the determined variation effect pattern, and determines the preview (content) using the extracted random number value for preview determination.
[0507] When the determination result is a miss of the special symbol, if the variation effect pattern is Super Reach 1 (P6 - P7), Super Reach 2 - 1 to 2 - 3 (P8 - P12), or Super Reach during time shortening (P28 - P29), then conversation (white) is determined with 80%, and conversation (red) is determined with 20%.
[0508] When the determination result is a special symbol hit (including small hits), if the variation performance pattern is Super Reach 1 (P14 - P15), Super Reach 2 - 1 to 2 - 3 (P16 - P20), or Super Reach during time reduction (P30 - P31), then conversation (white) is determined with 60% and conversation (red) is determined with 40%.
[0509] The preview decision table 3 has the following characteristics. For example, in Super Reach 1, 2 - 1 to 2 - 3, and Super Reach during time reduction, when it is a miss of the special symbol, compared to the case of a special symbol hit (including small hits), conversation (white) is more likely to be executed and conversation (red) is less likely to be executed. Thereby, when conversation (red) is executed, the player's expectation level for a special symbol hit (including small hits) can be increased, and the game can be made while making the player desire the execution of conversation (red).
[0510] Figure 34(b) is the preview decision table 4, which is a table for determining the preview (preview during Super Reach) executed during the Super Reach in the symbol variation game.
[0511] When the determination result is a miss of the special symbol, if the variation performance pattern is Super Reach 1 (P6 - P7), Super Reach 2 - 1 to 2 - 3 (P8 - P12), or Super Reach during time reduction (P28 - P29), then cut - in (green) is determined with 90% and cut - in (red) is determined with 10%. If the variation performance pattern is Super Reach 3 (P13), then cut - in (green) is determined with 90% and cut - in (red) is determined with 10%.
[0512] When the determination result is a special symbol hit (including small hits), if the variation performance pattern is Super Reach 1 (P14 - P15), Super Reach 2 - 1 to 2 - 3 (P16 - P20), or Super Reach during time reduction (P30 - P31), then cut - in (green) is determined with 70% and cut - in (red) is determined with 30%. If the variation performance pattern is Super Reach 3 (P21), then cut - in (green) is determined with 60% and cut - in (red) is determined with 40%.
[0513] The notice decision table 4 has the following features. For example, in the super reach 1, 2-1 to 2-3, 3, and during the short-time super reach, when the special symbol misses, compared to the case of per special symbol (including small wins), the cut-in (green) is more likely to be executed, and the cut-in (red) is less likely to be executed. Thereby, when the cut-in (red) is executed, the expectation level of the player for per special symbol (including small wins) can be increased, and the game can be made while making the player desire the execution of the cut-in (red). Note that it may be provided with a cut-in (rainbow) that can be executed only in the case of per special symbol (including small wins) and definitely notifies that a big win game is obtained.
[0514] FIG. 35(c) is the notice decision table 5, and it is a table for determining a notice (judgment effect) executed during the super reach in the symbol variation game.
[0515] The judgment effect is an effect performed at the timing of notifying the judgment result of the special symbol hit determination process during the super reach. It is an effect that notifies whether the judgment result is a per special symbol (including small wins) or a special symbol miss by causing the player to operate the effect button 14 or the effect lever 15 (when the operation is not performed, the elapse of the operation valid time). Since the button image bg imitating the effect button 14 and the effect lever image leg imitating the effect lever 15 are displayed immediately before notifying the judgment result, only the display of these images is the positioning of the notice, and the series of effects from the display of these images to notifying the judgment result is the judgment effect. Note that in the following, it may be simply described as "judgment".
[0516] When the judgment result is a miss in the special drawing, if the variable effect pattern is Super Reach 1 (P6 - P7), Super Reach 2 - 1 to 2 - 3 (P8 - P12), or Super Reach during time reduction (P28 - P29), the effect button is determined with 80% probability and the effect lever is determined with 20% probability. If the variable effect pattern is Super Reach 3 (P13), the effect button is determined with 90% probability and the effect lever is determined with 10% probability.
[0517] When the judgment result is a hit in the special drawing (including small hits), if the variable effect pattern is Super Reach 1 (P14 - P15), Super Reach 2 - 1 to 2 - 3 (P16 - P20), or Super Reach during time reduction (P30 - P31), the effect button is determined with 60% probability and the effect lever is determined with 40% probability. If the variable effect pattern is Super Reach 3 (P21), the effect button is determined with 50% probability and the effect lever is determined with 50% probability.
[0518] Figure 35(d) is an effect button determination table in the judge effect. It is a table for further determining the display color of the button image and the emission color of the effect button LED when the effect button is determined in the preview determination table 5.
[0519] When the judgment result is a miss in the special drawing, if the variable effect pattern is Super Reach 1 (P6 - P7), Super Reach 2 - 1 to 2 - 3 (P8 - P12), or Super Reach during time reduction (P28 - P29), the normal effect button is determined with 90% probability and the red effect button is determined with 10% probability. If the variable effect pattern is Super Reach 3 (P13), the normal effect button is determined with 95% probability and the red effect button is determined with 5% probability. Here, the normal effect button means the display color of the button image and the emission color of the effect button LED are green, and the red effect button means the display color of the button image and the emission color of the effect button LED are red.
[0520] If the result of the judgment is a special symbol win (including minor wins), and the variation performance pattern is Super Reach 1 (P14~P15), Super Reach 2-1~2-3 (P16~P20), or Super Reach during time reduction (P30~P31), then there is a 45% chance that the performance button (normal) will be determined and a 55% chance that the performance button (red) will be determined. If the variation performance pattern is Super Reach 3 (P21), then there is a 40% chance that the performance button (normal) will be determined and a 60% chance that the performance button (red) will be determined.
[0521] The preview determination table 5 and the performance button determination table have the following characteristics: For example, in Super Reach 1, 2-1~2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, the performance button is more likely to be executed and the performance lever is less likely to be executed compared to when the special symbol is hit (including minor hits). This increases the player's expectation of hitting a special symbol win (including minor wins) when the performance lever is activated, encouraging them to play while hoping the performance lever will be activated.
[0522] For example, in Super Reach 1, 2-1~2-3, 3, and Super Reach during the time-saving mode, if the special symbol is missed, the performance button (normal) is more likely to be executed, and the performance button (red) is less likely to be executed, compared to when the special symbol is hit (including minor hits). This allows the player to increase their expectation of a special win (including minor wins) even if the judgment is triggered by a special button, as long as the special button (red) is pressed, and encourages them to play while hoping that the special button (red) will be pressed.
[0523] Furthermore, the judgment sequence that requires the player to operate the performance button 14 or performance lever 15 may be executed in any of the following: Super Reach 1, 2-1~2-3, 3, or Super Reach during the time-saving mode, or it may be executed in any one of them. If it is executed in any one of them, the judgment result may be notified without requiring any operation.
[0524] In addition, in the judge performance, either the performance button (normal) or the performance button (red) can be executed. In the dialogue preview and cut-in preview, only the performance button (normal) can be executed, but the performance button (red) may also be executed in the dialogue preview and cut-in preview.
[0525] Figure 40 shows the mode of the cut-in preview. (a1)(b1) show the scene where the transition to the super reach (for example, super reach 1) has occurred, and each decorative pattern 26a to 26c has moved to the upper right of the display area and is displayed in a reduced size.
[0526] (a2)(b2) is the scene after a predetermined time has elapsed since the transition to the super reach (for example, super reach 1), and it is the scene where a button image (an image marked as PUSH) is displayed in the center of the image display device 26. The button image is displayed entirely in green, and the performance button LED also emits light in the corresponding green color, indicating that it is within the operation valid time of the performance button 14. In the cut-in preview, a button image bg imitating the performance button 14 is displayed, and an image display of "Push!" or a voice of "Push" is not output. From the speaker 10, in conjunction with the display of the button image, a button display sound (single tone) suggesting that the button image has been displayed is output. This button display sound is the same as the sound output during the dialogue preview.
[0527] (a3) shows the display mode of the cut-in (green). The cut-in (green) has the entire area in the cut-in image ci1 decorated with light green (indicated by vertical lines in the figure) and is labeled "Chance" in dark green characters. On the other hand, (b3) shows the display mode of the cut-in (red). The cut-in (red) has the entire area in the cut-in image ci2 decorated with vermilion (indicated by horizontal lines in the figure) and is labeled "Chance" in dark red characters. In both cases, it is composed of about 3 seconds from the start to the end of the display of the cut-in image. When the display of the cut-in image ends, soon after that, the determination result of the special symbol hit determination process will be notified. That is, the cut-in preview is a preview effect executed immediately before notifying the determination result.
[0528] Also, when the cut-in (green) is displayed, the sound effect 1 (for example, pishin♪) is output from the speaker 10, and when the cut-in (red) is displayed, the sound effect 2 (for example, kakkin♪), which is different from the sound effect 1, is output from the speaker 10. Thus, it is possible to recognize which cut-in image has been displayed from the sound effects as well.
[0529] In this way, since the cut-in preview (green) and the cut-in preview (red) are displayed in clearly different modes visually (because the entire area and the character colors are different), it is possible to prevent the situation where it is difficult to grasp which cut-in preview has been executed. Note that if the player does not operate the effect button 14, the cut-in preview may not be executed.
[0530] Figure 41 shows the mode of the judge effect. (a1)(b1) is a scene of the conversation preview during the super reach 1 (duel reach), where the enemy character chaB is displayed, and the conversation image con4-1 such as "Let's go~" (white characters) is displayed on the gray auxiliary image 26hj.
[0531] The conversation image con4-1 is displayed on the front side of the auxiliary image 26hj so as to overlap the auxiliary image 26hj. The auxiliary image 26hj is displayed to prevent the conversation image con4-1 from becoming difficult to see due to blending in with the background image.
[0532] The conversation preview is a preview that is executed during confrontation reach (P6-P7, P14-P15) where ally character chaA and enemy character chaB face off. In the lower center of the display area, the characters' conversation is executed, and the color of the text in the conversation image con4-1 (e.g., white text, red text) indicates the possibility of a winning game being executed. When the conversation is displayed, the corresponding audio is output from speaker 10.
[0533] (a2) and (b2) are scenes in which the result of the special symbol win detection process is announced. In (a2), a button image (an image labeled "PUSH") is displayed in the center of the image display device 26, and the entire button image is displayed in red. The performance button LED also lights up in the corresponding red color, prompting the user to operate the performance button 14. On the other hand, in (b2), an image resembling the performance lever 15 is displayed.
[0534] Furthermore, for example, in (a2), a button image bg and the text "Press!" are displayed to prompt the user to press the performance button 14, and the voice prompt "Press!" is also output. On the other hand, in (b2), a lever image leg and the text "Pull!" are displayed to prompt the user to press the performance lever 15, and the voice prompt "Pull!" is also output.
[0535] Then, the result of the judgment is announced according to the elapsed time of the operation, or if (a2) the performance button 14 has been operated, or if (b2) the performance lever 15 has been operated. For example, if a special symbol win occurs, as shown in (a3) and (b3), the movable body 28 moves to the operating position (executing the movable body movement effect), and each decorative symbol 26a to 26c temporarily stops at "444" in the upper right of the display area, indicating that a special symbol win (including minor wins) has occurred. On the other hand, if a special symbol loss occurs, although not shown in the diagram, the movable body 28 does not move to the operating position (remains in the origin position), and each decorative symbol 26a to 26c temporarily stops at "454" in the upper right of the display area, indicating that a special symbol win has occurred.
[0536] Next, Figures 42 to 44 will be used to explain the conversation preview in more detail. Figures 42(a1) and 42(b1) show the transition to Super Reach 1 (Confrontation Reach), where each decorative symbol 26a to 26c moves to the upper right of the display area and is displayed in a reduced size. In addition, a background image corresponding to the Confrontation Reach is displayed.
[0537] (a2) shows the start of the conversation preview, where first, a conversation image con1-1 from ally character chaA saying "Let's have a match" (in white text) is displayed on auxiliary image 26hj. At the same time, the voice saying "Let's have a match" is output from speaker 10. (b2) differs from (a2) only in that the conversation image con1-2, which says "Let's have a showdown," is displayed in red text on the auxiliary image 26hj. For convenience, the red text is written in bolder than the white text.
[0538] In dialogue previews, sound effects corresponding to the display color are not output, unlike in dialogue previews or cut-in previews. For example, in dialogue previews, different sound effects are output for white and red, and in cut-in previews, different sound effects are output for green and red. However, when a dialogue preview (white) or dialogue preview (red) is displayed, no sound effects are output, making it impossible to distinguish between white and red by hearing alone. Furthermore, regarding the audio, for example, the phrase "Let's do this!" will be output, but the same audio will be output regardless of whether the text is white or red.
[0539] (a3) shows the continuation of the conversation preview, and in response to the conversation spoken by the ally character chaA in (a2), the conversation image con2-1, in which the enemy character chaB says "There's no chance of winning" (in white text), is displayed on the auxiliary image 26hj. In addition, the voice saying "There's no chance of winning" is output from speaker 10. (b3) differs from (a3) only in that the conversation image con2-2, which says "There's no chance of winning," is displayed in red text on the auxiliary image 26hj.
[0540] (a4) shows the continuation of the conversation preview, and in response to the conversation spoken by the enemy character chaB in (a3), the conversation image con3-1, in which the ally character chaA says "I won't lose" (in white text), is displayed on the auxiliary image 26hj. In addition, the voice "I won't lose" is output from speaker 10. (b4) differs from (a4) only in that the conversation image con3-2, which says "I won't lose," is displayed in red text on the auxiliar...
Claims
1. In a gaming machine capable of executing a specific game state that is advantageous to the player, The system includes a state control means for controlling a first specific game state and a second specific game state that can be transitioned to when the termination conditions of the first specific game state are met. The state control means is When the conditions for transitioning to the first specific game state are met in the second specific game state, it is possible to terminate the second specific game state and control the first specific game state. A gaming machine characterized by the following features.
2. The state control means is It is possible to control a third specific game state and a fourth specific game state that can be transitioned to when the termination conditions of the third specific game state are met. When the conditions for transitioning to the third specific game state are met in the fourth specific game state, it is possible to terminate the fourth specific game state and control the third specific game state. The transition rate from the fourth specific game state to the third specific game state is higher than the transition rate from the second specific game state to the first specific game state. The gaming machine described in feature 1.
Citation Information
Patent Citations
Game machine
JP2021121291A