Gaming machine
The gaming machine system addresses the lack of control in voice output by implementing a pass/fail lottery and performance execution means for controlled audio data transmission, improving player interaction and customization.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2024-12-19
- Publication Date
- 2026-07-01
AI Technical Summary
Existing gaming machines lack suitable control mechanisms for voice output when using external devices, necessitating improved management of audio data transmission and reception.
A gaming machine system with a pass/fail lottery mechanism, specific game execution, and performance execution means that allows controlled audio data output to external devices, along with detection and identification of connected targets, enabling adjustable output levels and termination based on external operations.
Enables precise control over audio output levels and termination, enhancing the gaming experience by allowing players to customize and manage audio interactions with external devices.
Smart Images

Figure 2026108992000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.
Background Art
[0002] Conventionally, in gaming machines, based on a jackpot lottery, effects such as voice output are executed in effect elements such as speakers. There is also a gaming system that outputs voice data from a gaming machine as infrared rays from a voice output LED to a gaming device outside the gaming machine and outputs the voice based on the light received from this gaming device to headphones or earphones.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, when the gaming control device outputs voice using a connected external voice output device along with the execution of a game or the like, it is required to perform voice output with more suitable control.
Means for Solving the Problems
[0005] The gaming machine according to the present invention is a pass / fail lottery means (main control unit 331) that executes a pass / fail lottery based on a determination by a determination means that determines whether or not a predetermined lottery condition is satisfied, based on the determination that the predetermined lottery condition is satisfied; a specific game execution means (main control unit 331) that executes a specific variation display to display a specific variation display result when the result of the pass / fail lottery is a specific result, and then executes a specific game state; A gaming machine comprising a performance execution means (sub-control unit 332) that performs a variation performance using multiple performance elements during at least the specific variation display, The aforementioned performance execution means is The output amount can be controlled by the aforementioned performance execution means, and the system includes an information output means (Bluetooth communication control device 190) that can output specific information (such as audio data) at a predetermined output amount to a predetermined connected target (external device), The aforementioned specific information is configured to include at least audio data. This gaming machine is The system is configured to display target information (detection list images 741-744) corresponding to a predetermined detection target (external device) in the aforementioned performance execution means, and corresponding information (selection / determination unit image 727) corresponding to the input of request information to the performance execution means (turning on the determination operation switch 21Ba (turning on the third determination operation pattern flag)) on a predetermined display means (pattern display unit 341). When the input of predetermined request information to the aforementioned performance execution means is detected, the system is configured to store information (detection device information (identification information)) that can identify the detected object, which is the predetermined detection target (external device). The system is configured to switch the output level so that, after the information (identification information) has been stored, a specific state (minimum intensity output state) is executed in which the specific information is output at an output level (e.g., minimum intensity) that is lower than the output level (e.g., maximum intensity) at the time when the input of the predetermined request information is detected. After the aforementioned specific state (minimum intensity output state) is performed, the system is configured to allow input of predetermined information (volume information) from the predetermined detection target (external device) corresponding to the information connected to the performance execution means. This gaming machine is The system is characterized in that it can terminate the specified state based on a predetermined operation performed on the gaming machine from outside the gaming machine (an operation on a switching means such as a radio wave intensity switch). [Brief explanation of the drawing]
[0006] [Figure 1]A perspective view showing an example of the configuration of a gaming machine according to the first embodiment of the present invention. [Figure 2] Figure 1 shows an example of the configuration of a gaming machine. [Figure 3] Figure 1 shows an example of the configuration of a gaming machine. [Figure 4] Figure 1 shows a front view of an example of the game board of a gaming machine. [Figure 5] Figure 1 shows a front view of an example of the game board of a gaming machine. [Figure 6] Figure 1 shows a front view of an example of the game board of a gaming machine. [Figure 7] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 1. [Figure 8] A block diagram showing an example of the memory area of the main control unit of the gaming machine shown in Figure 1. [Figure 9] A diagram showing an example of a table used in the main control unit. [Figure 10] A diagram showing an example of a table used in the main control unit. [Figure 11] A block diagram showing an example of a general data storage area in the memory area of the main control unit shown in Figure 8. [Figure 12] A diagram showing an example of a table used in the main control unit. [Figure 13] A block diagram showing an example of a game information storage area in the memory area of the main control unit. [Figure 14] A schematic diagram showing an example of a performance information display device for a main control unit. [Figure 15] This figure shows an example of the display on the performance display monitor of a performance information display device. [Figure 16] This figure shows an example of the display on the setting value display section of a performance information display device. [Figure 17] A flowchart showing an example of the procedure for main timer interrupt processing performed by the main control unit. [Figure 18] A flowchart showing an example of the procedure for the start-up prize-winning process executed by the main timer interrupt processing in Figure 17. [Figure 19]A flowchart showing an example of the procedure of the first special figure hold command setting process executed in the start winning process of FIG. 18. [Figure 20] A flowchart showing an example of the procedure of the through gate process executed in the main timer interrupt process of FIG. 17. [Figure 21] A flowchart showing an example of the procedure of the main process executed in the main control device. [Figure 22] A flowchart showing an example of the procedure of the general figure game control process executed in the main process of FIG. 21. [Figure 23] A flowchart showing an example of the procedure of the general figure data setting process executed in the general figure game control process of FIG. 22. [Figure 24] A flowchart showing an example of the procedure of the general figure variation start process executed in the general figure game control process of FIG. 22. [Figure 25] A flowchart showing an example of the procedure of the general figure winning game control process executed in the main process of FIG. 21. [Figure 26] A flowchart showing an example of the procedure of the special figure game control process executed in the main process of FIG. 21. [Figure 27] A flowchart showing an example of the procedure of the special figure data setting process executed in the special figure game control process of FIG. 26. [Figure 28] A flowchart showing an example of the procedure of the special figure variation start process executed in the special figure game control process of FIG. 26. [Figure 29] A flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Figure 30] A flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Figure 31] A flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Figure 32] A flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Figure 33] A flowchart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. [Figure 34] A flowchart showing an example of the procedure for the game state transition process executed in the main process shown in Figure 21. [Figure 35] A flowchart showing an example of the procedure for changing game settings, which is performed in the main process shown in Figure 21. [Figure 36] A flowchart showing an example of the procedure for the specific performance information update process executed in the main process shown in Figure 21. [Figure 37] Figure 36 shows an example of the base information updated during the specific performance information update process. [Figure 38] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 21. [Figure 39] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 21. [Figure 40] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 21. [Figure 41] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 21. [Figure 42] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 1. [Figure 43] A flowchart showing an example of the procedure for operation detection processing performed by the sub-timer interrupt processing in Figure 42. [Figure 44] A flowchart showing an example of the procedure for the operation button operation detection process performed in the operation detection process shown in Figure 43. [Figure 45] A flowchart showing an example of the procedure for the operation detection pattern determination process performed in the operation detection process shown in Figure 43. [Figure 46] A table showing the relationship between detection patterns and operating conditions. [Figure 47] A flowchart showing an example of the command determination process performed by the sub-timer interrupt handler in Figure 42. [Figure 48]A flowchart showing an example of the command determination process performed by the sub-timer interrupt handler in Figure 42. [Figure 49] Figure 47 shows an example of a variation type table used to set the variation type (performance pattern type) to be executed when a variation pattern command is received in the command judgment process. [Figure 50] Figure 47 shows an example of a variation type table used to set the variation type (performance pattern type) to be executed when a variation pattern command is received in the command judgment process. [Figure 51] Figure 51(A) shows an example of the colors of the decorative patterns, and Figure 51(B) shows an example of the first stop pattern selection table used when a variable pattern command is received in the command judgment process of Figure 47. [Figure 52] Figure 52(A) shows an example of the first reserved image display unit, the variable image display unit, and the previously variable image display unit set on the symbol display unit in the normal game state, and Figure 52(B) shows an example of the second reserved image display unit and the variable image display unit set on the symbol display unit in the probability variation game state and the time reduction game state. [Figure 53] This figure shows an example of how the held image changes in the first held image display unit. [Figure 54] A flowchart showing an example of the procedure for controlling the jackpot game presentation, which is executed by the sub-timer interrupt processing in Figure 42. [Figure 55] A perspective view showing an example of a game board for a gaming machine according to a second embodiment of the present invention. [Figure 56] Figure 55 shows a front view of an example of the game board of a gaming machine. [Figure 57] Figure 55 shows an example of the upper tray of a gaming machine, viewed from above. [Figure 58] A block diagram showing an example of the main components of the system configuration of the gaming machine shown in Figure 55. [Figure 59] A block diagram showing an example of the memory area of the main control unit of the gaming machine shown in Figure 55. [Figure 60]A block diagram showing an example of an NFC communication module and a Bluetooth communication module in a wireless communication control device of a sub-control unit. [Figure 61] A flowchart illustrating an example of the main processing procedure performed by the main control unit. [Figure 62] A flowchart showing an example of the procedure for the special game control processing executed in the main processing shown in Figure 61. [Figure 63] A flowchart showing an example of the procedure for the specific performance information update process executed in the main process shown in Figure 61. [Figure 64] A flowchart showing an example of the procedure for updating game history information, which is performed in the specific performance information update process shown in Figure 63. [Figure 65] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 55. [Figure 66] A flowchart showing an example of the procedure for operation detection processing performed by the sub-timer interrupt processing in Figure 65. [Figure 67] A flowchart showing an example of the procedure for the operation button operation detection process performed in the operation detection process in Figure 66. [Figure 68] A flowchart showing an example of the procedure for the operation detection pattern determination process performed in the operation detection process in Figure 66. [Figure 69] A table showing the relationship between detection patterns and operating conditions. [Figure 70] A flowchart showing an example of the command determination process performed by the sub-timer interrupt processing in Figure 65. [Figure 71] A flowchart showing an example of the command determination process performed by the sub-timer interrupt processing in Figure 65. [Figure 72] A flowchart showing an example of the procedure for the game setting process executed by the sub-timer interrupt processing in Figure 65. [Figure 73] Figure 72 shows an example of screen transitions in the symbol display section during the game setting process. [Figure 74] Figure 72 shows an example of the display screen in the symbol display section during the game setting process. [Figure 75] A flowchart showing an example of the procedure for the game start waiting process executed in the game setting process shown in Figure 72. [Figure 76] A flowchart showing an example of the procedure for processing the top menu screen, which is executed in the game setting process shown in Figure 72. [Figure 77] A flowchart showing an example of the procedure for the custom game setting screen processing performed in the game setting process shown in Figure 72. [Figure 78] A flowchart showing an example of the procedure for processing the game history screen, which is executed in the game setting process shown in Figure 72. [Figure 79] A flowchart showing an example of the procedure for the language selection screen processing performed in the game setting process shown in Figure 72. [Figure 80] A flowchart showing an example of the procedure for processing the gameplay customization screen, which is executed in the game setting process shown in Figure 72. [Figure 81] A flowchart showing an example of the procedure for the character selection screen processing performed in the game setting process shown in Figure 72. [Figure 82] Figure 82(A) is a flowchart showing an example of the procedure for updating game history information performed by the wireless communication control device of the gaming machine shown in Figure 55, and Figure 82(B) is a flowchart showing an example of the procedure for external device communication performed by the wireless communication control device of the gaming machine shown in Figure 55. [Figure 83] Figure 83(A) is a flowchart showing an example of the connection process procedure performed in the external device communication process shown in Figure 82(B), and Figure 83(B) is a flowchart showing an example of the connection process procedure on the smartphone side. [Figure 84] Figure 83(B) shows an example of the display screen on a smartphone when the connection process on the smartphone side is executed. [Figure 85] A flowchart showing an example of the connection process procedure performed in the external device communication process shown in Figure 82(B). [Figure 86] A flowchart showing an example of the connection process procedure performed in the external device communication process shown in Figure 82(B). [Figure 87]A flowchart showing an example of the connection process procedure performed in the external device communication process shown in Figure 82(B). [Figure 88] A flowchart showing an example of the connection process procedure performed in the external device communication process shown in Figure 82(B). [Figure 89] A flowchart showing an example of the communication processing and connection processing procedures performed in the external device communication processing shown in Figure 82(B). [Figure 90] A flowchart showing an example of the procedures for the signaling and connection processes performed in the external device communication process shown in Figure 82(B). [Figure 91] This diagram shows an example of the display screen on a smartphone when requesting game settings. [Figure 92] This diagram shows an example of the display screen on the symbol display unit when game settings are configured via smartphone. [Figure 93] Figure 82(B) shows a flowchart illustrating an example of the disconnection procedure performed in the external device communication process, and another flowchart illustrating an example of the disconnection procedure on the smartphone side. [Figure 94] A flowchart showing an example of the disconnection procedure performed in the external device communication process shown in Figure 82(B). [Figure 95] Figure 95(A) is a flowchart showing an example of the procedure for disconnection processing performed in the external device communication processing shown in Figure 82(B), and Figure 95(B) is a flowchart showing an example of the procedure for password change processing performed in the external device communication processing shown in Figure 82(B). [Figure 96] A perspective view showing an example of the configuration of a gaming machine according to a third embodiment of the present invention. [Figure 97] Figure 96 shows a front view of an example of the game board of a gaming machine. [Figure 98] A flowchart illustrating an example of the main processing procedure performed by the main control unit. [Figure 99] A flowchart showing an example of the procedure for the special game control processing executed in the main processing shown in Figure 98. [Figure 100]A flowchart showing an example of the procedure for initiating the special feature variation in the special feature game control process shown in Figure 98. [Figure 101] A flowchart showing an example of the procedure for the jackpot game control process executed in the main process shown in Figure 98. [Figure 102] A flowchart showing an example of the procedure for the jackpot game control process executed in the main process shown in Figure 98. [Figure 103] A flowchart showing an example of the procedure for the jackpot game control process executed in the main process shown in Figure 98. [Figure 104] A flowchart showing an example of the procedure for the jackpot game control process executed in the main process shown in Figure 98. [Figure 105] A flowchart showing an example of the command determination process performed by the sub-timer interrupt handler in Figure 42. [Figure 106] A flowchart showing an example of the command determination process performed by the sub-timer interrupt handler in Figure 42. [Figure 107] A flowchart showing an example of the procedure for controlling the jackpot game presentation, which is executed by the sub-timer interrupt processing in Figure 42. [Figure 108] A perspective view showing an example of the configuration of a gaming machine according to the fourth embodiment of the present invention. [Figure 109] Figure 108 shows a front view of an example of the game board of a gaming machine. [Figure 110] A block diagram showing an example of the system configuration of a gaming machine, as shown in Figure 108. [Figure 111] A flowchart illustrating an example of the main processing procedure performed by the main control unit. [Figure 112] A flowchart showing an example of the procedure for the special game control processing executed in the main processing of Figure 111. [Figure 113] A flowchart showing an example of the procedure for initiating the special feature variation in the special feature game control process shown in Figure 112. [Figure 114] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 108. [Figure 115]A flowchart showing an example of the procedure for operation detection processing executed by the sub-timer interrupt processing in Figure 114. [Figure 116] A flowchart showing an example of the procedure for the operation button operation detection process performed in the operation detection process of Figure 115. [Figure 117] A flowchart showing an example of the procedure for the operation detection pattern determination process performed in the operation detection process of Figure 115. [Figure 118] A table showing the relationship between detection patterns and operating conditions. [Figure 119] A flowchart showing an example of the command determination process performed by the sub-timer interrupt processing in Figure 114. [Figure 120] A flowchart showing an example of the command determination process performed by the sub-timer interrupt processing in Figure 114. [Figure 121] A flowchart showing an example of the command determination process performed by the sub-timer interrupt processing in Figure 114. [Figure 122] A diagram showing examples of transitions in gameplay during the waiting state. [Figure 123] A diagram illustrating the fortune-telling element in a demo performance. [Figure 124] This diagram shows an example of the screen display in the symbol display section during a fortune-telling demo. [Figure 125] A flowchart showing an example of the procedure for controlling the game standby state, which is executed by the sub-timer interrupt processing in Figure 114. [Figure 126] A flowchart showing an example of the procedure for the demo performance control process executed in the game standby state control process shown in Figure 125. [Figure 127] A flowchart showing an example of the procedure for the demo performance control process executed in the game standby state control process shown in Figure 125. [Figure 128] A flowchart showing an example of the procedure for the demo performance control process executed in the game standby state control process shown in Figure 125. [Figure 129] A flowchart showing an example of the procedure for the demo performance control process executed in the game standby state control process shown in Figure 125. [Figure 130]A flowchart showing an example of the procedure for the demo performance control process executed in the game standby state control process shown in Figure 125. [Figure 131] A perspective view showing an example of the configuration of a gaming machine according to the fifth embodiment of the present invention. [Figure 132] Figure 131 shows a front view of an example of the game board of a gaming machine. [Figure 133] A block diagram showing an example of the system configuration of a gaming machine, as shown in Figure 131. [Figure 134] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 133. [Figure 135] A flowchart showing an example of the procedure for operation detection processing executed by the sub-timer interrupt processing in Figure 134. [Figure 136] A flowchart showing an example of the procedure for the operation button operation detection process performed in the operation detection process of Figure 135. [Figure 137] A flowchart showing an example of the procedure for the operation detection pattern determination process performed in the operation detection process of Figure 135. [Figure 138] A table showing the relationship between detection patterns and operating conditions. [Figure 139] A flowchart showing an example of the procedure for game setting processing executed by the sub-timer interrupt processing in Figure 134. [Figure 140] Figure 139 shows an example of screen transitions in the symbol display section during the game setting process. [Figure 141] Figure 139 shows an example of the display screen in the symbol display section during the game setting process. [Figure 142] Figure 139 shows an example of the display screen in the symbol display section during the game setting process. [Figure 143] A flowchart showing an example of the procedure for the variable stop screen processing performed in the game setting process shown in Figure 139. [Figure 144] A flowchart showing an example of the procedure for processing the top menu screen, which is executed in the game setting process shown in Figure 139. [Figure 145]A flowchart showing an example of the procedure for the custom list screen processing performed in the game setting process shown in Figure 139. [Figure 146] A flowchart showing an example of the procedure for the volume setting screen processing performed in the game setting process shown in Figure 139. [Figure 147] A flowchart showing an example of the volume adjustment process performed in the volume setting screen processing shown in Figure 146. [Figure 148] A flowchart showing an example of the procedure for processing the gameplay customization screen, which is executed in the game setting process shown in Figure 139. [Figure 149] A flowchart showing an example of the procedure for the character selection screen processing performed in the game setting process shown in Figure 139. [Figure 150] A perspective view showing an example of the configuration of a gaming machine according to the sixth embodiment of the present invention. [Figure 151] Figure 150 shows a front view of an example of a game board for a gaming machine. [Figure 152] A block diagram showing an example of the system configuration of a gaming machine, as shown in Figure 150. [Figure 153] Figure 152 is a block diagram showing an example of the configuration of a Bluetooth communication control device. [Figure 154] Figure 153 is an explanatory diagram illustrating an example of the configuration of the radio wave strength information unit and the set volume information unit set in the RAM of the Bluetooth communication control device shown. [Figure 155] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 152. [Figure 156] A flowchart showing an example of the procedure for operation detection processing performed by the sub-timer interrupt processing in Figure 155. [Figure 157] A flowchart showing an example of the procedure for the operation button operation detection process performed in the operation detection process shown in Figure 156. [Figure 158] A flowchart showing an example of the procedure for the operation detection pattern determination process performed in the operation detection process in Figure 156. [Figure 159] A table showing the relationship between detection patterns and operating conditions. [Figure 160]A flowchart showing an example of the procedure for game setting processing executed by the sub-timer interrupt processing in Figure 155. [Figure 161] Figure 160 shows an example of screen transitions in the symbol display section during the game setting process. [Figure 162] Figure 160 shows an example of the display screen in the symbol display section during the game setting process. [Figure 163] Figure 160 shows an example of the display screen in the symbol display section during the game setting process. [Figure 164] A flowchart showing an example of the procedure for the variable stop screen processing performed in the game setting process shown in Figure 160. [Figure 165] A flowchart showing an example of the procedure for processing the top menu screen, which is executed during the game setting process in Figure 160. [Figure 166] A flowchart showing an example of the procedure for the custom list screen processing performed in the game setting process shown in Figure 160. [Figure 167] A flowchart showing an example of the procedure for the volume setting screen processing performed in the game setting process shown in Figure 160. [Figure 168] A flowchart showing an example of the volume adjustment process performed in the volume setting screen processing shown in Figure 167. [Figure 169] A flowchart showing an example of the procedure for processing the gameplay customization screen, which is executed in the game setting process shown in Figure 160. [Figure 170] A flowchart showing an example of the procedure for the character selection screen processing performed in the game setting process shown in Figure 160. [Figure 171] A flowchart showing an example of the procedure for the external device connection screen processing performed in the game setting process shown in Figure 160. [Figure 172] A flowchart showing an example of the procedure for audio data output processing executed by the sub-timer interrupt processing in Figure 155. [Figure 173] A flowchart showing an example of the procedure for external device communication processing performed by the Bluetooth communication control device shown in Figure 152. [Figure 174] A flowchart showing an example of the connection process procedure performed in the external device communication process shown in Figure 173. [Figure 175] A flowchart showing an example of the connection processing procedure performed in the external device communication process shown in Figure 173. [Figure 176] A flowchart showing an example of the disconnection procedure performed in the external device communication processing shown in Figure 173. [Modes for carrying out the invention]
[0007] The following descriptions of embodiments of the present invention will be made with reference to the attached drawings to facilitate understanding of the invention. Furthermore, the following embodiments are merely examples of the present invention and do not limit the technical scope of the invention.
[0008] [First Embodiment] First, a game machine 10 according to the first embodiment of the present invention will be described with reference to Figures 1 to 54.
[0009] [Outline configuration of gaming machine 10] Here, Figure 1 is an external perspective view of the gaming machine 10, Figures 2 and 3 are exploded views of the gaming machine 10, and Figures 4 to 6 are front views of the game board 31 of the gaming machine 10. Hereafter, the front, back, left, right, and up and down directions used in this embodiment will be defined by the front-to-back direction D1, the up and down direction D2, and the left and right direction D3 shown in Figures 1 to 3.
[0010] As shown in Figures 1 to 3, the gaming machine 10 is a pachinko gaming machine comprising a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a gaming hall by fixing the outer frame 14 to the island equipment (not shown) of the gaming hall. In this embodiment, a pachinko gaming machine is used as an example to explain the gaming machine, but the present invention can also be applied to other gaming machines such as revolving-type gaming machines (slot machines), arrangement ball gaming machines, and jankyū gaming machines.
[0011] [Configuration of the front frame 11] The front frame 11 is rotatably supported at its left end by the outer frame 14, allowing it to be opened and closed relative to the outer frame 14. Similarly, the inner frame 12 is rotatably supported at its left end by the front frame 11, allowing it to be opened and closed relative to the front frame 11. Furthermore, the back pack unit 13 is rotatably supported at its left end by the inner frame 12, allowing it to be opened and closed relative to the inner frame 12.
[0012] The front frame 11 includes an operation button 20, a selection / determination unit 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and an illuminated unit 27, among other things.
[0013] The operation button 20 is located in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see Figure 7) that switches the input signal to the sound lamp control device 5, described later, depending on whether or not it is pressed. This allows the sound lamp control device 5 to determine the operation status of the operation button 20 (operated or not operated). The operation button 20 is operated to trigger operation button effects and other effects that are executed in special feature games that display the results of the jackpot lottery to the player, triggered by the player's operation of the operation button 20 during a predetermined operation acceptance period in the special feature game effects.
[0014] Furthermore, the installation position of the operation button 20 is not limited to the front of the upper tray 23, but may be any position on the front frame 11 as long as it is within the player's reach. Also, there may be more than one operation button 20. In addition, the operation button 20 may be equipped with a jog dial. In this case, by operating the jog dial, when making various game settings, the player can provisionally select desired items from the various setting screens, such as the performance stage (background performance), characters, and music during jackpot games, as well as game settings such as the frequency of selection of predetermined performances and the jackpot expectation rate. By operating the operation button 20, the player can then select the provisionally selected items.
[0015] Furthermore, there may be one or more operating means that accept input from the player, such as the operation button 20. Examples of such operating means include, in addition to the operation button 20, a rotatable handle, a rotatable lever, a push member that can move back and forth (up and down), a touch panel provided on the symbol display unit 341 or sub-movable display unit 38 (described later), or a combination of two or more of these operating means (for example, an operating means that can rotate and move back and forth). The operation button 20 may also be provided on these operating means (for example, an operating means on which the operation button 20 or touch panel is provided on a handle or lever).
[0016] The selection / determination unit 21 is operated by the player and is a push button used to accept the player's press operation, for example, when the game is not being played, and to allow the player to make various game settings. Examples of various game settings include the setting of characters that appear in game effects, the setting of the execution frequency of various effects such as button effects, and the setting of the probability of winning a jackpot in various effects. This selection / determination unit 21 includes a plurality of selection buttons 21A and determination buttons 21B.
[0017] The multiple selection buttons 21A are operated by the player to provisionally select a desired item from the options (items) on various setting screens when performing various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, provisional selection means that the provisionally selected content is confirmed (stored in RAM 512) when the confirm button 21B is operated. Each of these selection buttons 211 to 214 is equipped with an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d, which switch the input signal to the sound lamp control device 5, as shown in Figure 7. These switches 211a to 211d are connected to the input / output I / F of the sound lamp control device 5. Therefore, the sound lamp control device 5 can determine whether or not an operation has been performed on each of the selection buttons 211 to 214 based on the input signals of each switch 211a to 211d.
[0018] Furthermore, in this embodiment, it is determined that an operation has been performed on each of the selection buttons 211 to 214 when it is detected that an operation on each of the selection buttons 211 to 214 has started. Of course, it is also possible to determine that an operation has been performed on each of the selection buttons 211 to 214 when it is detected that an operation on each of the selection buttons 211 to 214 is continuing or has ended.
[0019] On the other hand, the confirmation button 21B is operated by the player to confirm the provisionally selected item. The confirmation button 21B also includes a confirmation operation switch 21Ba that switches the input signal to the audio lamp control device 5, which will be described later. The confirmation operation switch 21Ba is connected to the input / output interface of the audio lamp control device 5. Therefore, the audio lamp control device 5 can determine whether or not an operation has been performed on the confirmation operation switch 21Ba based on the input signal from the confirmation operation switch 21Ba.
[0020] Furthermore, instead of the multiple selection buttons 21A (211-214) and the confirmation button 21B, the symbol display unit 341 and the sub-movable display unit 38, described later, may be equipped with a touch panel that accepts player input, and this touch panel may be provided as the means of operation. Also, instead of the multiple selection buttons 21A (211-214), a rotating element such as a jog dial may be provided. In addition, the selection operation switches 211a-211d and the confirmation operation switch 21Ba (see Figure 7) are contact type switches, but they may also be piezoelectric elements, for example, as long as they can be used to detect whether or not the player has made an operation.
[0021] The launch handle 22 is a rotary handle operated by the player to launch the game balls. In the game machine 10, the basic game is played by launching game balls from the game ball launching mechanism 32 (described later) with a strength corresponding to the amount of rotation of the launch handle 22 by the player. In the game machine 10, when the launch handle 22 is being operated by the player, the game ball launching mechanism 32 is driven and controlled so that one game ball is launched towards the game area every 0.6 seconds.
[0022] The upper tray 23 is located below the panel 25 and is used to store game balls dispensed from the dispensing device 132 of the dispensing mechanism 130 (described later), and to guide the stored game balls to the game ball launching mechanism 32 in a line. The lower tray 24 is located even further below the upper tray 23 and is used to store any game balls that are left over from the upper tray 23.
[0023] Panel 25 is made of colorless or colored transparent glass or synthetic resin, allowing the player to see the game board 31 of the inner frame 12 from the front of the game machine 10. Speakers 26 are a pair of speakers located on the left and right sides of the upper end of the front frame 11, and they perform sound output effects. The installation position of speakers 26 is not limited to the upper end of the front frame 11. The lighting section 27 incorporates light sources such as indicator lamps and LEDs, and performs lamp effects through the color of the lights and flashing patterns such as on or off.
[0024] [Composition of inner frame 12] As shown in Figures 2 and 3, the inner frame 12 comprises a game board 31, a game ball launching mechanism 32, and a control unit 33. As described above, the inner frame 12 is rotatably supported at its left end by the front frame 11, allowing it to be opened and closed relative to the front frame 11. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 can be opened and closed relative to the front frame 11. Note that in Figure 2, the markings on the surface of the game board 31 have been omitted for the sake of simplicity.
[0025] The control unit 33 is located on the rear side of the game board 31 and includes a main control unit 331 and a sub-control unit 332. In the game machine 10, commands (control signals) for instructing the control content are transmitted in one direction from the main control unit 331 to the sub-control unit 332. Details of the main control unit 331 and the sub-control unit 332 will be described in detail later.
[0026] As shown in Figure 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general prize entry opening 313, a first prize entry opening 314, a second prize entry opening 315, a variable prize entry opening 316, through gates 317L and 317R, an out opening 318, a variable display unit 34, a main display unit 36, a sub-movable display unit 38, and a movable prize component 39.
[0027] The inner rail 311 and outer rail 312 are transport paths for sending game balls launched from the game ball launching mechanism 32 toward the game area on the game board 31. After being launched from the inner rail 311 and outer rail 312, any game balls that do not enter the general prize slot 313, the first prize slot 314, the second prize slot 315, or the variable prize slot 316 are discharged from the out slot 318.
[0028] Here, as shown in Figure 2, the game ball launching mechanism 32 comprises a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 toward the inner rail 311 and outer rail 312. The ball feeding device 322 has a driving means such as a solenoid and supplies game balls stored in the upper tray 23 onto the launching rail 321 one by one. The solenoid 323 is a driving means that launches the game balls supplied onto the launching rail 321 toward the inner rail 311 and outer rail 312. Then, in the game machine 10, the solenoid 323 is driven and controlled in response to the player's operation of the launching handle 22, and game balls are launched from the game ball launching mechanism 32 toward the game board 31. The game ball launching mechanism 32 may also be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0029] Returning to the explanation of Figure 4, the general prize entry point 313, the first prize entry point 314, the second prize entry point 315, the variable prize entry point 316, and the out entry point 318 have openings that penetrate the game board 31 in the front-to-back direction. On the back side of the game board 31, ball entry sensors 313a, 314a, 315a, and 316a (see Figure 7) are provided, corresponding to the general prize entry point 313, the first prize entry point 314, the second prize entry point 315, and the variable prize entry point 316, respectively, and capable of individually detecting the entry of game balls. In addition, game balls that pass through the openings of the general prize entry point 313, the first prize entry point 314, the second prize entry point 315, and the out entry point 318 are collected on the back side of the game board 31 and detected by the out ball sensor 318a (see Figure 7), which will be described later. The through gates 317L and 317R are through gates that penetrate vertically, through which game balls can pass. They are equipped with ball entry sensors 317La and 317Ra (see Figure 7) that can individually detect game balls passing through the through gates 317L and 317R. On the game board 31, game balls launched into the left-hand area of the game board 31 may pass through through gate 317L, and game balls launched into the right-hand area of the game board 31 may pass through through gate 317R. When the ball entry sensors 317La and 317Ra (see Figure 7) detect the passage of a game ball, a normal winning lottery is performed to determine whether or not to open the second prize pocket 315. If the result of the normal winning lottery is a win, the electric mechanism 315b, described later, is opened, allowing game balls to enter the second prize pocket 315. In other words, in the gaming machine 10, it is possible to get game balls into the second prize slot 315 not only in the probability variation game state (high probability mode and high frequency support mode) and the time reduction game state (low probability mode and high frequency support mode), but also in the normal game state (low probability mode and low frequency support mode) by launching game balls into the left area of the game board 31.
[0030] In contrast, the high probability mode has a high probability of resulting in a jackpot (see Figure 9(B)) and is a mode in which it is easy to transition to a jackpot game state in which a jackpot game is executed, whereas the low probability mode has a low probability of resulting in a jackpot (see Figure 9(A)) and is a mode in which it is difficult to transition to a jackpot game state in which a jackpot game is executed. Furthermore, the high frequency support mode has a high probability of resulting in a normal win (see Figure 12(B)) and is a mode in which it is easy to allow game balls to enter the second prize slot 315 due to the high operating frequency of the electric mechanism 315b described later, whereas the low frequency support mode has a low probability of resulting in a normal win (see Figure 12(A)) and is a mode in which it is difficult to allow game balls to enter the second prize slot 315 due to the low operating frequency of the electric mechanism 315b.
[0031] The ball entry sensors 313a~316a, 317La, 317Ra, and the ball exit sensor 318a (see Figure 7) are electrically connected to the main control unit 331, and the detection results from the ball entry sensors 313a~316a, 317La, 317Ra, and the ball exit sensor 318a are input to the main control unit 331. The main control unit 331 (MPU 41) sends a command to the payout control device 7 to dispense game balls according to the detection results from the ball entry sensors 313a~316a. Hereinafter, the detection of game ball entry by the ball entry sensors 313a~316a may be referred to as a "win." The main control unit 331 (MPU 41) also counts the number of balls that have been released based on the detection results from the ball exit sensor 318a. The number of balls released here matches the number of game balls launched onto the game board 31 by the game ball launching mechanism 32.
[0032] The ball entry sensors 313a-316a, 317La, 317Ra, and the ball out sensor 318a are, for example, electromagnetic induction type proximity sensors, but they may be any sensors capable of individually detecting the entry of game balls using other detection methods.
[0033] Furthermore, the second prize slot 315 is equipped with an electric mechanism (electric device) 315b that switches between restricting the entry of game balls into the second prize slot 315. The electric mechanism 315b is opened and closed by a drive mechanism such as a solenoid located on the back side of the game board 31. When the electric mechanism 315b is open, game balls can be entered into the second prize slot 315, and when the electric mechanism 315b is closed, entry of game balls into the second prize slot 315 is restricted.
[0034] Furthermore, the variable prize slot 316 is provided with an opening / closing door 319 that switches between restricting the entry of game balls into the variable prize slot 316 and not restricting it. The opening / closing door 319 is opened and closed by a drive mechanism such as a solenoid located on the back side of the game board 31. When the opening / closing door 319 is open, game balls can be entered into the variable prize slot 316, and when the opening / closing door 319 is closed, entry of game balls into the variable prize slot 316 is restricted. The opening / closing door 319 is moved to a position that opens the variable prize slot 316 during round play in the opening / closing execution mode of a jackpot game, and is otherwise kept in a position that closes the variable prize slot 316. As a result, game balls launched into the right-hand area of the game board 31 during round play in a jackpot game can be entered into the variable prize slot 316.
[0035] In the gaming machine 10, when a game ball enters the first prize slot 314 or the second prize slot 315, the ball entry sensor 314a or ball entry sensor 315a detects this, the main control unit 331 performs a jackpot lottery. The main control unit 331 then controls the display on the main display unit 36 according to the result of the jackpot lottery. The lottery result from the main control unit 331 is transmitted to the sub-control unit 332, which then controls the display on the variable display unit 34 and other displays according to the lottery result.
[0036] Furthermore, in the gaming machine 10, when the entry of a game ball into the general prize slot 313, the first prize slot 314, the second prize slot 315, and the variable prize slot 316 is detected by the ball entry sensors 313a to 316a, a preset number of prize balls are dispensed. For example, the number of prize balls dispensed when a ball enters the general prize slot 313 is 10, the number of prize balls dispensed when a ball enters the first prize slot 314 or the second prize slot 315 is 3, and the number of prize balls dispensed when a ball enters the variable prize slot 316 is 10. In particular, in the gaming machine 10, if the result of the lottery conducted by the main control unit 331 is a jackpot, the game transitions to a jackpot game state, and the round game described later, in which the variable prize slot 316 is opened, is repeated a predetermined number of times (for example, 5 or 16 times), so a large number of prize balls can be expected to be dispensed.
[0037] Furthermore, when a game ball enters the first prize slot 314 or the second prize slot 315, a jackpot lottery is conducted. If the lottery result is a win, the game transitions to a predetermined jackpot game state that is more advantageous than the normal game state. In this embodiment, the jackpot game state includes the 5R jackpot game state (5R normal jackpot game state and 5R probability variation jackpot game state) and the 16R probability variation jackpot game state. The 5R jackpot game state is a game state that includes an opening and closing execution mode in which a round game is performed in which the variable prize slot 316 is opened until a predetermined time has elapsed or until the variable prize slot 316 has entered the upper limit number (for example, 9 balls) or more. The 16R probability variation jackpot game state is a game state that includes an opening and closing execution mode in which round gameplay is performed 16 times. It is a game state that is more advantageous to the player than the 5R jackpot game state, as it is expected to pay out a larger amount of prize balls.
[0038] As shown in Figure 4, the variable display unit 34 has a symbol display unit 341, such as a liquid crystal display, which is positioned to be visible through an opening 31A formed approximately in the center of the game board 31. This symbol display unit 341 displays still images or moving images, and the display content of the symbol display unit 341 is controlled by the sub-control unit 332. Specifically, the symbol display unit 341 displays various image effects, such as a variable display effect of decorative symbols corresponding to the result of the jackpot lottery performed by the main control unit 331 in response to balls entering the first prize slot 314 or the second prize slot 315, and a special symbol game effect performed in conjunction with the variable display effect. Furthermore, the symbol display unit 341 may have a dot matrix display, a plasma display, an organic EL display, etc., or it may be a combination of a liquid crystal display or a plasma display and an organic EL display, and it may further have a touch panel that accepts touch operations from the player.
[0039] For example, the display effect of the decorative symbols in the symbol display unit 341 is performed by sequentially scrolling multiple types of decorative symbols, each numbered "1" to "9", in a vertical, horizontal, or diagonal direction. Other characters or symbols may be displayed between the decorative symbols. In this embodiment, however, there are no symbols, and there are nine types of decorative symbols, numbered "1" to "9".
[0040] In the gaming machine 10, during special symbol games, the display of decorative symbols is executed such that all decorative symbols stop moving after a predetermined display time has elapsed from the start of the display of symbol movement in the symbol display unit 341. More specifically, in the display of decorative symbols, all decorative symbols first move along a predetermined movement direction (for example, horizontal, vertical, etc.), and the movement of multiple decorative symbols stops in sequence. Then, when the movement of decorative symbols on all lines has stopped and a predetermined time has elapsed, the display of the decorative symbols ends.
[0041] When the display of the decorative symbols in the symbol display unit 341 has finished changing, the symbol display unit 341 will display a state in which the decorative symbols are lined up on one or more active lines. At this time, the stopped state of the decorative symbols will indicate or suggest the result of the jackpot lottery conducted by the main control unit 331. For example, if the lottery result is a "5R probability variation jackpot", a "16R probability variation jackpot", or a "5R normal jackpot", a state in which decorative symbols of the same type are lined up on the active lines will be displayed, indicating that it is a jackpot. In addition, the type of jackpot may be indicated by the combination of decorative symbols on the active lines, but it is not always indicated. Specifically, for example, if the lottery result is a "16R probability variation jackpot", a state in which the symbol combination set as a symbol combination indicating a 16R probability variation jackpot, such as "777", is lined up on the active lines will be displayed, or a state in which the same decorative symbol combination other than "777" is lined up on the active lines will be displayed. Furthermore, if the lottery result is a "5R probability variation jackpot," the display will show either a combination of decorative symbols that has been pre-set to indicate a 5R probability variation jackpot, such as "333," lined up on the active lines, or a combination of the same decorative symbols other than those indicating a 16R probability variation jackpot or a 5R probability variation jackpot, such as "777" or "333," lined up on the active lines. Furthermore, if the lottery result is a "5R regular jackpot," the display will show a combination of the same decorative symbols other than those indicating a probability variation jackpot, such as those pre-set to indicate a regular jackpot, such as "222" or "444," lined up on the active lines. Furthermore, if the lottery result is a "miss," a combination of different decorative symbols lined up on the active lines (for example, "323" or "723") will be displayed.
[0042] Furthermore, the symbol display unit 341 displays a special game animation that indicates the likelihood of a jackpot, along with the display of the changing decorative symbols during the special game. If the draw result is a "16R probability variation jackpot" and a combination of jackpot symbols other than the decorative symbol combination indicating a 16R probability variation jackpot is displayed on the active lines, a special game animation will be performed to indicate that it is a 5R probability variation jackpot or a 5R regular jackpot. In this case, the jackpot animation will perform an upgrade animation that clearly indicates that the draw result for the special game is a 16R probability variation jackpot. Similarly, if the draw result is a "5R probability variation jackpot" and a combination of jackpot symbols other than the decorative symbol combination indicating a probability variation jackpot is displayed on the active lines, a special game animation will be performed to indicate that it is a 5R regular jackpot. In this case, during the jackpot game animation, an upgrade animation is performed that clearly indicates that the result of the lottery for the special symbol game is a 5R probability variation jackpot.
[0043] Furthermore, when the game state transitions to a jackpot game state, the symbol display unit 341 displays the jackpot game sequence, including the opening sequence, the opening / closing execution mode sequence, and the ending sequence.
[0044] The sub-movable display unit 38 is equipped with a display device 381 such as a liquid crystal display and is located in the left-hand area on the front side of the symbol display unit 341. This sub-movable display unit 38 is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see Figure 7), and based on the display variation pattern command transmitted from the MPU 51 of the sound lamp control device 5, the MPU 61 controls the display device 381 to execute image effects together with the symbol display unit 341 during special symbol games and jackpot games.
[0045] The display device 381 may be a dot matrix display, a plasma display, an organic EL display, or a combination of a liquid crystal display or plasma display and an organic EL display. In addition, the sub-movable display unit 38 may further include a touch panel that accepts touch operations from the player, in addition to the display device 381.
[0046] Furthermore, the sub-movable display unit 38 is movable in the left-right direction D3 between the standby position shown by the dashed line in Figure 5 (the position shown in Figure 4) and the operating position shown by the solid line in Figure 5.
[0047] Here, as shown in Figure 7, the gaming machine 10 has a motor 38a that supplies driving force to the sub-movable display unit 38, and a return detection unit 38b for detecting when the sub-movable display unit 38 has returned to the standby position. The motor 38a is a stepping motor, a DC motor, etc., and the return detection unit 38b is an optical sensor, a contact sensor, etc. The sub-movable display unit 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown), and the motor 38a moves the sub-movable display unit 38 to the right (operating direction) from the standby position (see Figure 4) to the operating position (solid line position in Figure 5), or to the left (return direction) from the operating position (solid line position in Figure 5) to the standby position (see Figure 4), depending on the rotation direction of the motor 38a. For example, the sub-movable display unit 38 moves from the standby position (see Figure 4) to the operating position (solid line position in Figure 5) when the motor 38a is rotated in the forward direction, and conversely, moves from the operating position (solid line position in Figure 5) to the standby position (see Figure 4) when the motor 38a is rotated in the reverse direction.
[0048] Furthermore, the gaming machine 10 includes a motor driver 38c to which the motor 38a and the return detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the sound lamp control device 5. The motor driver 38c controls the motor 38a according to control instructions from the sound lamp control device 5. The motor driver 38c can also acquire the detection result from the return detection unit 38b and transmit it to the sound lamp control device 5. Alternatively, the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b may be directly connected to the input / output I / F 52 of the sound lamp control device 5 and controlled by the sound lamp control device 5.
[0049] Such a sub-movable display unit 38 operates in special feature games and jackpot games to execute effects related to the results of the jackpot lottery. For example, in special feature games, the sub-movable display unit 38 operates as a jackpot confirmation effect that indicates the result of the jackpot lottery is a jackpot, as well as as a chance-up effect that increases the expectation that the lottery result is a jackpot. In addition, in jackpot games, the sub-movable display unit 38 operates as an upgrade effect (a round number upgrade effect or an upgrade effect from a normal jackpot to a probability-increasing jackpot that is performed in jackpot games) that clearly indicates that the actual lottery result is more favorable to the player than the lottery result suggested by the special feature game effect, and it can also operate as a hold-continue confirmation effect that notifies that there is a jackpot among the lottery results in the jackpot lottery during the hold-on period for the right to perform a special feature game that is performed after the end of a jackpot game.
[0050] Furthermore, the standby position and operating position of the sub-movable display unit 38 are not limited to the left-hand area on the front side of the pattern display unit 341, but may be in other positions. Also, the number of sub-movable display units 38 is not limited to one, but may be multiple, and multiple sub-movable display units 38 may cooperate, interlock, follow, or track each other. In addition, the sub-movable display unit 38 may be movable in directions other than the left-right direction D3. For example, the sub-movable display unit 38 may be movable in the up-down direction D2, diagonally, etc., and may also be rotatable in clockwise or counterclockwise directions, etc. Furthermore, the sub-movable display unit 38 is optional, and one or more immovable display devices may be provided instead of the sub-movable display unit 38.
[0051] As shown in Figure 4, the main display unit 36 includes a regular symbol display unit 361, a first special symbol display unit 362, a second special symbol display unit 363, a first special symbol reserve count display unit 364, and a second special symbol reserve count display unit 365, all located in the upper right part of the game board 31.
[0052] The regular symbol display unit 361 includes a pair of LEDs representing regular symbols, and displays the result of the regular symbol winning lottery, which determines whether or not to open the electric mechanism 315b triggered by a win in the through gates 317L and 317R, by a combination of on / off states of the LED pair. The main control unit 331 (MPU41) causes the LED pair to flash (display the regular symbols in a variable state) when a win is made in the through gates 317L and 317R, and displays the result of the regular symbol winning lottery by turning each LED on or off (displaying the regular symbols as stationary) after the variable display time has elapsed. The display of the lottery result in the regular symbol winning lottery by displaying the variable and stationary states of the regular symbols is referred to as "regular symbol game" or "regular symbol game".
[0053] The first special symbol display unit 362 includes a 7-segment display device as the first special symbol (first special symbol), and displays the result of the lottery in the first special symbol lottery (first special symbol lottery, jackpot lottery), which determines whether or not to execute a jackpot game triggered by a ball entering the first prize slot 314, by a combination of the on / off states of the 7 segments on the 7-segment display device. The main control unit 331 (MPU41) causes the 7 segments of the 7-segment display device to flash (variable display of the first special symbol) when a ball enters the first prize slot 314, and displays the result of the jackpot lottery by turning each segment on or off (stop display of the first special symbol) after the variation display time has elapsed. The display of the lottery result in the jackpot lottery by the variation display and stop display of the first special symbol (first special symbol) is referred to as the "first special symbol game" or "first special symbol game".
[0054] The second special symbol display unit 363 includes a 7-segment display device as the second special symbol (second special symbol), and displays the result of the second special symbol lottery (second special symbol lottery, jackpot lottery), which determines whether or not to execute a jackpot game triggered by a ball entering the second prize slot 315, by a combination of the on / off states of the 7 segments on the 7-segment display device. The main control unit 331 (MPU41) causes the 7 segments of the 7-segment display device to flash (variable display of the second special symbol) when a ball enters the second prize slot 315, and displays the result of the jackpot lottery by turning each segment on or off (stop display of the second special symbol) after the variation display time has elapsed. The display of the jackpot lottery result by the variation display and stop display of the second special symbol (second special symbol) is referred to as the "second special symbol game" or "second special symbol game".
[0055] In the following, the first special symbol (first special symbol) and the second special symbol (second special symbol) may be referred to as "special symbol" or "special symbol," and the first special symbol game (first special symbol game) and the second special symbol game (second special symbol game) may be referred to as "special symbol game" or "special symbol game."
[0056] The first special symbol reserve count display unit 364 includes an LED group consisting of four LEDs, and displays the first special symbol reserve count N, which is the number of rights to execute the first special symbol game that arise from a win in the first prize entry slot 314, by the number of LEDs that are lit.
[0057] The second special symbol reserve count display unit 365 includes an LED group consisting of four LEDs, and displays the second special symbol reserve count M, which is the number of rights to execute the second special symbol game that arise from a win in the second prize entry slot 315, by the number of LEDs that are lit.
[0058] The movable component member 39 is movable vertically along the surface of the pattern display unit 341 between a predetermined standby position shown in Figure 4 (indicated by a dashed line in Figure 6), located above the pattern display unit 341, and an operating position shown by a solid line in Figure 6, which is set below the standby position. The operating position (see solid line in Figure 6) is closer to the center of the pattern display unit 341 than the standby position (see Figure 4). Furthermore, when the movable component member 39 is in the operating position (see solid line in Figure 6), it has a higher coverage rate on the surface of the pattern display unit 341 compared to when it is in the standby position (see Figure 4). In addition, multiple lamps 391 are arranged in an annular pattern around the periphery of the movable component member 39. In this embodiment, 15 lamps 391 are arranged on the movable component member 39, and each lamp 391 can be individually turned on and off. Furthermore, each of the multiple lamps 391 is, for example, an LED lamp and can light up in multiple colors, including white, yellow, green, red, or a mixture of these colors. In this way, each lamp 391 can be individually turned on and off, and can light up in multiple colors. For example, when the movable mechanism member 39 is activated, the lighting pattern, color, and number of each lamp 391 can indicate the likelihood that the result of the jackpot lottery that triggered the special feature game is a jackpot (jackpot expectation), or it can be made clear that the lottery result is a jackpot. For example, regarding the lighting color, the likelihood of a jackpot can be increased in the order of white, yellow, green, and red. Also, by appropriately setting the lighting pattern and lighting color, it is possible to execute a rainbow lamp effect to clearly indicate that the result of the jackpot lottery is a jackpot. Furthermore, in this embodiment, the movable mechanism member 39 is exposed from the opening 31A in the standby position (see Figure 4), and it is also conceivable that the lamps 391 exposed from the opening 31A can be used to execute an effect that indicates the likelihood that the result of the jackpot lottery is a jackpot. For example, in this embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (see Figure 4), it is conceivable that the likelihood of hitting the jackpot can be indicated by which of these lamps 391 is lit.In addition to the four lamps 391 located at the bottom, it is also conceivable that the image displayed on the symbol display unit 341 could indicate the likelihood of a big win.
[0059] Furthermore, the movable mechanism member 39 may be completely hidden in the standby position and not exposed through the opening 31A. The gaming machine 10 may also have multiple movable mechanism members 39. In addition, the movable mechanism member 39 may be composed of multiple separate movable members combined, be transformable into two or more forms, or be equipped with a display such as a liquid crystal display device. Of course, the movable mechanism member 39 is not limited to covering a part of the display screen of the symbol display unit 341, but may cover the entire display screen. Also, the central part of the movable mechanism member 39 may be configured as an illuminated section that can be turned on and off. In this case, it becomes possible to perform an effect that suggests the probability of a jackpot or clearly indicates a jackpot by turning on or flashing the illuminated section.
[0060] Such movable mechanism components 39 are operated in special feature games and jackpot games to perform effects related to the results of the jackpot lottery. For example, in special feature games, the movable mechanism component 39 can operate as a jackpot confirmation effect that indicates the result of the jackpot lottery is a jackpot, as well as as a chance-up effect that increases the expectation that the lottery result is a jackpot. In addition, in jackpot games, the movable mechanism component 39 can operate as an upgrade effect (a round number upgrade effect or an upgrade effect from a normal jackpot to a probability-increasing jackpot that is performed in jackpot games) that clearly indicates that the actual lottery result is more favorable to the player than the lottery result suggested by the special feature game effect, and it can also operate as a hold-continue confirmation effect that notifies that there is a jackpot among the lottery results in the jackpot lottery during the hold-on period for the right to perform a special feature game that is performed after the end of a jackpot game.
[0061] As shown in Figure 7, the gaming machine 10 has a motor 39a that supplies driving force to the movable mechanism member 39, and a return detection unit 39b for detecting when the movable mechanism member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, etc., and the return detection unit 39b is an optical sensor, a contact sensor, etc. The movable mechanism member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and the motor 39a moves the movable mechanism member 39 downward (operating direction) from the standby position (see Figure 4) to the operating position (see solid line in Figure 6), or upward (return direction) from the operating position (see solid line in Figure 6) to the standby position (see Figure 4), depending on the rotation direction of the motor 39a. For example, the movable component 39 is moved from the standby position (see Figure 4) to the operating position (see solid line in Figure 6) when the motor 39a is rotated in the forward direction, and conversely, it is moved from the operating position (see solid line in Figure 6) to the standby position (see Figure 4) when the motor 39a is rotated in the reverse direction.
[0062] Furthermore, the gaming machine 10 includes a motor driver 39c to which the motor 39a and the return detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the sound lamp control device 5. The motor driver 39c controls the motor 39a according to control instructions from the sound lamp control device 5. The motor driver 39c can also acquire the detection result from the return detection unit 39b and transmit it to the sound lamp control device 5. Alternatively, the motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b may be directly connected to the input / output I / F 52 of the sound lamp control device 5 and controlled by the sound lamp control device 5.
[0063] Furthermore, each lamp 391 of the movable component 39 is individually connected to the input / output I / F 52 of the sound lamp control device 5, and the sound lamp control device 5 can individually light up and turn off each lamp 391, and can also light up in multiple colors.
[0064] Furthermore, the game board 31 may also be equipped with magnetic sensors and radio wave sensors (both not shown). Magnetic sensors can be installed, for example, around the first prize entry point 314 and the variable prize entry point 316. The magnetic sensors are electrically connected to the main control unit, and the detection results of the magnetic sensors are input to the main control unit 331. This makes it possible to detect fraudulent activity if someone attempts to illegally guide game balls into the first prize entry point 314 or the variable prize entry point 316 using magnets. On the other hand, radio wave sensors can be installed, for example, around the first prize entry point 314 and the second prize entry point 315. The radio wave sensors are electrically connected to the main control unit 331, and the detection results of the radio wave sensors are input to the main control unit 331. This makes it possible to detect fraudulent activity if someone attempts to illegally input radio waves to the ball entry sensors 314a and 315a to cause false detection of game ball entry. The radio wave sensors can detect radio waves in the range of 50MHz to 3GHz, for example.
[0065] [Back Pack Unit 13] As shown in Figure 3, the back pack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 140.
[0066] The dispensing mechanism 130 includes a tank 131 for storing game balls supplied from island equipment (not shown) in the gaming hall, and a dispensing device 132 for dispensing game balls from the tank 131 toward the upper tray 23. If the upper tray 23 is saturated with game balls, the game balls dispensed by the dispensing device 132 are dispensed toward the lower tray 24.
[0067] The peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls dispensed by the payout device 132. The launch control device 8 controls the game ball launching mechanism 32 in response to the operation of the launch handle 22. The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the game machine 10 is connected to a predetermined voltage level and supplies it to the control devices and drive means installed inside the game machine 10.
[0068] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be explained with reference to Figures 7 to 16.
[0069] [Main control unit 331] As shown in Figure 7, the main control unit 331 includes a main control device 4 that performs the main control of the game in the gaming machine 10. The main control device 4 performs a jackpot lottery as a lottery for transitioning to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.
[0070] The MPU41 is an arithmetic unit configured as a single-chip microcontroller. The MPU41 also incorporates a ROM411 and a RAM412. The MPU41 executes processing according to the control program stored in the ROM411 and other memory modules. Furthermore, some or all of the processing performed by the main control unit 4 may be performed by electronic circuits.
[0071] The input / output interface 42 is an input / output interface that inputs signals to the main control unit 4 and outputs control signals from the main control unit 4. The input / output interface 42 is also connected to ball entry sensors 313a~316a, 317La, 317Ra, and ball exit sensor 318a. The MPU 41 determines whether or not game balls have entered the general prize entry opening 313, the first prize entry opening 314, the second prize entry opening 315, and the variable prize entry opening 316, and whether or not game balls have passed through the through gates 317L and 317R, based on the detection signals from the ball entry sensors 313a~316a, 317La, and 317Ra. The MPU 41 also counts the number of balls that have been released (number of balls launched) based on the detection signal from the ball exit sensor 318a. Furthermore, the input / output interface 42 is also connected to the sound lamp control device 5, the payout control device 7, the launch control device 8, and the power supply control device 9.
[0072] The MPU41 then outputs commands to the audio lamp control device 5, such as the regular figure variation pattern command, the electric mechanism opening command, the electric mechanism closing command, the special figure variation pattern command, the first special figure hold command, the second special figure hold command, the special figure shift command, the jackpot game start command, the opening start command, the opening end command, the opening execution mode start command, the round game start command, the round game end command, the interval start command, the interval end command, the opening execution mode end command, the ending start command, the ending end command, the jackpot game end command, and the game setting value change command.
[0073] The regular symbol variation pattern command is a command that notifies the audio lamp control device 5 of the variation display time of the regular symbols in regular symbol games (regular symbol variation pattern) and the lottery result in the regular symbol win lottery. The regular symbol variation pattern command is set in step S1709 of the regular symbol variation start process shown in Figure 24, described later, based on the information stored in the regular symbol hold storage area 412c (see Figure 11), described later, when the variation display of the regular symbols in the regular symbol display section 361 of the main display section 36 is started. Note that the regular symbol variation pattern command may also be a command that notifies the audio lamp control device 5 of only the variation display time of the regular symbols in regular symbol games (regular symbol variation pattern). In this case, the command to notify the audio lamp control device 5 of the lottery result in the regular symbol win lottery is set as a separate command from the regular symbol variation pattern command.
[0074] The electric mechanism release command is a command that notifies the sound lamp control device 5 that the electric mechanism 315b is to be released (activated). The electric mechanism release command is set in step S1809 of the regular winning game control process shown in Figure 25 below when the electric mechanism 315b is released (activated).
[0075] The electric mechanism closing command is a command that notifies the sound lamp control device 5 that the electric mechanism 315b is to be closed (returned). The electric mechanism closing command is set in step S1816 of the regular game control process shown in Figure 25 below when the electric mechanism 315b is closed (returned).
[0076] The special symbol variation pattern command is a command that notifies the sound lamp control device 5 of the display time for the variation of the special symbols in the special symbol game and the result of the jackpot lottery. If the result of the jackpot lottery is a jackpot, it includes information about the type of jackpot. The special symbol variation pattern command is set in step S2105 of the special symbol variation start processing shown in Figure 28, described later, based on the information stored in the special symbol hold storage area 412b (see Figure 8), described later, when the display of the variation of the special symbols starts in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36. The special symbol variation pattern command includes information that can identify the type of special symbol when variation starts, but the special symbol variation pattern command for when variation of the first special symbol starts and the special symbol variation pattern command for when variation of the second special symbol starts may be set as separate special symbol variation commands. Furthermore, the special symbol variation pattern command may also be a command that notifies the audio lamp control device 5 of the display time and only the variation of the special symbols in the special symbol game. In this case, the command that notifies the audio lamp control device 5 of the lottery result and type of jackpot in the jackpot lottery is set as a separate command from the special symbol variation pattern command.
[0077] The first special symbol hold command and the second special symbol hold command are commands that notify the voice lamp control device 5 of the lottery result for the jackpot lottery for the increased hold, the display time of the special symbol variation (special symbol variation pattern), and the first special symbol hold number N or the second special symbol hold number M stored in the special symbol hold storage area 412b (see Figure 8) described later, when a game ball enters the first prize slot 314 or the second prize slot 315, and the number of first special symbol hold numbers N or the second special symbol hold number M increases. The first special symbol hold command and the second special symbol hold command are set in the first special symbol hold storage area 412b (see Figure 8) described later, in step S1105 of the start prize winning process in Figure 18 (steps S1207 or S1209 of the first special symbol hold command setting process in Figure 19 described later), or in step S1110 of the second special symbol hold command setting process, based on the information stored in the special symbol hold storage area 412b (see Figure 8) described later, when the number of first special symbol hold commands N or the number of second special symbol hold commands M increases.
[0078] The special symbol shift command is a command that notifies the audio lamp control device 5 that the special symbol win / loss information, which indicates the result of the jackpot lottery in the first special symbol reserve storage area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA, or the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB (see Figure 8), has shifted when the number of first special symbol reserves N or the number of second special symbol reserves M decreases due to the start of a special symbol game (display of special symbols). The special symbol shift command is set in step S2008 of the special symbol data setting process shown in Figure 27 below.
[0079] The jackpot game start command is a command that notifies the audio lamp control device 5 that a jackpot game is to be started, that is, that the game state is transitioning to the jackpot game state. It is set in step S2204 of the jackpot game control process shown in Figure 29 below when transitioning to the jackpot game state.
[0080] The opening start command is a command that notifies the audio lamp control device 5 that the opening of the jackpot game is to begin, and is set in step S2208 of the jackpot game control process shown in Figure 29 below when the opening of the jackpot game begins. Note that the opening start command can be omitted because the audio lamp control device 5 can be notified that the opening of the jackpot game is to begin by the jackpot game start command.
[0081] The opening end command is a command that notifies the sound lamp control device 5 that the opening of the jackpot game is ending, and is set in step S2214 of the jackpot game control process shown in Figure 30 below when ending the opening of the jackpot game.
[0082] The "Open / Close Execution Mode Start Command" is a command that notifies the voice lamp control device 5 that the open / close execution mode for a jackpot game is to be started. It is set in step S2216 of the jackpot game control process shown in Figure 30 below when the open / close execution mode for a jackpot game is started.
[0083] The round game start command is a command used in the opening / closing execution mode of a jackpot game to start each round game and to notify the audio lamp control device 5 of the number of rounds, indicating which round the game is currently in. This command is set in step S2217 of the jackpot game control process shown in Figure 30 below, when starting each round game. In addition to the round game start command, a command indicating the number of rounds of the upcoming round game may be set at the start of each round game, and this command may be sent to the audio lamp control device 5.
[0084] The round game end command is a command that notifies the audio lamp control device 5 that the current round game is ending during the opening / closing execution mode of a jackpot game. It is set in step S2229 of the jackpot game control process shown in Figure 31 below when each round game ends.
[0085] The interval start command is a command that notifies the voice lamp control device 5 to start the interval between rounds of gameplay in the opening / closing execution mode of a jackpot game. It is set in step S2233 of the jackpot game control process shown in Figure 31 below when the interval is started.
[0086] The interval end command is a command that notifies the audio lamp control device 5 that the interval between rounds of gameplay has ended in the opening / closing execution mode of a jackpot game. It is set in step S2239 of the jackpot game control process shown in Figure 32 below when the interval ends.
[0087] The "Open / Close Execution Mode Termination Command" is a command that notifies the audio lamp control device 5 that the open / close execution mode of the jackpot game is ending, and is set in step S2241 of the jackpot game control process shown in Figure 31 below when the open / close execution mode is ending.
[0088] The ending start command is a command that notifies the sound lamp control device 5 that the ending of the jackpot game is about to begin, and is set in step S2242 of the jackpot game control process shown in Figure 31 below when the ending is to begin.
[0089] The ending end command is a command that notifies the audio lamp control device 5 that the ending of the jackpot game has ended, and is set in step S2248 of the jackpot game control process shown in Figure 32 below when the ending is ended.
[0090] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game has ended, and is set in step S2250 of the jackpot game control process shown in Figure 29 below when the jackpot game ends.
[0091] The game setting value change command is a command that notifies the voice lamp control device 5 that the game setting value has been changed and the changed game setting value. It is set in step S2408 of the game setting value change process shown in Figure 35 below when the game setting value is changed.
[0092] Note that commands other than those mentioned above may be output from the main control unit 4 to the audio lamp control unit 5, but their explanation will be omitted.
[0093] Furthermore, the main control unit 4 is equipped with an oscillator circuit and a frequency divider circuit as means of supplying an operating clock to the MPU 41. The oscillator circuit outputs a clock signal of a predetermined frequency, and the frequency divider circuit changes the frequency of the clock signal output from the oscillator circuit and inputs it to the MPU 41. Specifically, the execution period of the main timer interrupt processing, which will be performed by the MPU 41 later, is determined by the clock signal output from the frequency divider circuit.
[0094] In this embodiment, a clock signal is supplied from the frequency divider circuit to the MPU 41 at a preset interval (for example, 4 msec), and the MPU 41 activates and executes the main timer interrupt processing described later each time a rising (or falling) edge of the clock signal occurs. The oscillator circuit and frequency divider circuit are also installed in the sub-control unit 332 and peripheral control unit 140 as needed, and supply the operating clock for the control main in the sub-control unit 332 and peripheral control unit 140. Alternatively, the clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and peripheral control unit 140.
[0095] ROM411 is a non-volatile memory unit that pre-stores control programs and parameter information. RAM412 is a volatile memory unit that can read and write various types of information and is used as a primary storage area (work area) for processing performed by MPU41. For example, RAM412 is used for setting commands that are sent to the audio lamp control device 5, etc. Note that RAM412 may also be a non-volatile memory unit.
[0096] Here, referring to Figure 8, the memory area used by the MPU 41 of the main control device 4 of the gaming machine 10 for performing jackpot and regular symbol jackpot draws will be explained. Specifically, the MPU 41 uses the counter information stored in the draw counter memory area 412a, special symbol reserve storage area 412b, and regular symbol reserve storage area 412c of the RAM 412 to perform tasks such as setting the jackpot draw results and the display time for special symbol fluctuations, and setting the regular symbol jackpot draw results and the display time for regular symbol fluctuations.
[0097] The lottery counter storage area 412a stores the following lottery counters: a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3. The jackpot random number counter C1 is used for the jackpot lottery to determine whether or not to execute a jackpot game. The jackpot type counter C2 is used to determine the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used to determine the miss type when the result of the jackpot lottery is a miss. The lottery counter storage area 412a also stores the jackpot random number initial value counter CIN1 and the special symbol variation type counter CS1. The jackpot random number initial value counter CIN1 is used to set the initial value of the jackpot random number counter C1. The special symbol variation type counter CS1 is used to determine the variation display time of the special symbols in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36. Furthermore, the lottery counter memory area 412a stores the following lottery counters: a normal win random number counter C4, a normal win type random number counter C5, a normal win random number initial value counter CIN2, and a normal symbol variation type counter CS2. The normal win random number counter C4 is used for the normal symbol win lottery to determine whether or not to open the electric mechanism 315b of the second prize slot 315. The normal win type random number counter C5 is used to determine the normal symbol win type (short opening or long opening) when the result of the normal symbol win lottery is a normal symbol win. The normal win random number initial value counter CIN2 is used to set the initial value of the normal win random number counter C4. The normal symbol variation type counter CS2 is used to determine the variation display time of the normal symbols in the normal symbol display section 361 of the main display section 36.
[0098] Furthermore, each lottery counter C1~C5, CIN1, CIN2, CS1, CS2 is used as a loop counter in which 1 is added to the previous value at short intervals by the MPU41, and it returns to 0 after reaching a preset maximum value. The updated values are recorded in each lottery counter C1~C5, CIN1, CIN2, CS1, CS1, and are referenced by the MPU41 when setting the jackpot lottery results, the display time of the special symbols, the type of jackpot and the type of miss, as well as when setting the regular symbol win lottery results, the display time of the regular symbols and the type of regular symbol win.
[0099] The special feature hold storage area 412b comprises a first special feature hold storage area REA, a second special feature hold storage area REB, and a special feature execution area AE. The first special feature hold storage area REA includes a first hold area REA1, a second hold area REA2, a third hold area REA3, a fourth hold area REA4, and a first special feature hold count storage area NAA. The second special feature hold storage area REB includes a first hold area REB1, a second hold area REB2, a third hold area REB3, a fourth hold area REB4, and a second special feature hold count storage area NAB.
[0100] When a game ball enters the first prize slot 314, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special symbol variation type counter CS1 stored in RAM 412 is acquired as special symbol win / loss information used in the jackpot lottery and stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA. When a game ball enters the second prize slot 315, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special symbol variation type counter CS1 stored in RAM 412 is acquired as special symbol win / loss information used in the jackpot lottery and stored in one of the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB. Furthermore, a separate lottery counter storage area 412a (such as a jackpot random number counter C1, a jackpot type counter C2, a reach random number counter C3, and a special symbol variation type counter CS1) may be provided for each of the first special symbol hold storage area REA and the second special symbol hold storage area REB.
[0101] Thus, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the special symbol variation type counter CS1 is stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA, or in one of the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB.
[0102] Therefore, in addition to the results of the jackpot lottery for special symbol games that are executed based on the special symbol win / loss information stored in the first special symbol hold storage area REA1 to the fourth hold storage area REA4 of the first special symbol hold storage area REA, and the first hold storage area REB1 to the fourth hold storage area REB4 of the second special symbol hold storage area REB, it is possible to determine in advance the display time (special symbol variation pattern) for the special symbols (decorative symbols in the symbol display unit 341) in the first special symbol display unit 362 or the second special symbol display unit 363 during the special symbol game.
[0103] Specifically, when a game ball enters the first prize slot 314, the special symbol win / loss information is stored in the first special symbol reserve storage area REA1, second reserve area REA2, third reserve area REA3, and fourth reserve area REA4 in that order of priority. The first special symbol reserve count memory area NAA stores the number of special symbol win / loss information stored in the first reserve areas REA1 to the fourth reserve areas REA4 as the first special symbol reserve count N.
[0104] Furthermore, when a game ball enters the second prize slot 315, the special symbol win / loss information is stored in the available areas of the second special symbol reserve storage area REB in the order of priority of the first reserve area REB1, the second reserve area REB2, the third reserve area REB3, and the fourth reserve area REB4. The second special symbol reserve count memory area NAB stores the number of special symbol win / loss information stored in the first reserve area REB1 to the fourth reserve area REB4 as the second special symbol reserve count M.
[0105] In other words, the gaming machine 10 has a total of eight memory areas corresponding to the maximum number of reserved symbols in the first reserved area REA1 to the fourth reserved area REA4 of the first reserved symbol storage area REA, and the first reserved area REB1 to the fourth reserved area REB4 of the second reserved symbol storage area REB, which allows it to store up to four sets of information on whether a special symbol is a winning combination for the first winning slot 314 and the second winning slot 315, respectively.
[0106] In addition, in another embodiment, it is conceivable that the first prize entry point 314 and the second prize entry point 315 are both provided with a maximum of eight retention areas, and in this case as well, it is possible to retain up to eight special symbol win / fail information entries as prize history. The storage processing of the special symbol win / fail information is performed by the MPU 41 by executing processing according to the control program.
[0107] The special symbol execution area AE is a memory area used to move special symbol win / loss information stored in the first reserve area REA1 of the first special symbol reserve storage area REA or the first reserve area REB1 of the second special symbol reserve storage area REB when the display of a special symbol variation begins in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36. Specifically, the special symbol win / loss information in the first reserve area REB1 of the second special symbol reserve storage area REB is preferentially moved to the special symbol execution area AE, and if there is no special symbol win / loss information in the first reserve area REB1 of the second special symbol reserve storage area REB and the second special symbol reserve count M stored in the second special symbol reserve count storage area NAB is 0, the special symbol win / loss information in the first reserve area REA1 of the first special symbol reserve storage area REA is moved to the special symbol execution area AE. In other words, in the gaming machine 10, the second special symbol game takes precedence over the first special symbol game, and in the high-frequency support modes, namely the probability variation game state and the time reduction game state, the second special symbol game is mainly executed by shooting game balls to the right side of the game board 31, a so-called right-hand shot.
[0108] Furthermore, in another embodiment, if the difference between the number of reserved special figures N stored in the first special figure reserved number storage area NAA of the first special figure reserved storage area REA and the number of reserved special figures M stored in the second special figure reserved number storage area NAB of the second special figure reserved storage area REB is 2 or more, the value of the reserved area with the larger number will be prioritized and moved to the special figure execution area AE. Also, in another embodiment, the validity information of the special figures in the first reserved area REA1 of the first special figure reserved storage area REA and the first reserved area REB1 of the second special figure reserved storage area REB will be moved alternately to the special figure execution area AE.
[0109] Then, at the start of each special symbol game, the MPU41 performs a jackpot lottery based on the numerical information stored as special symbol win / loss information in the special symbol execution area AE. At this time, if the first reserve area REA1 of the first special symbol reserve storage area REA is moved to the special symbol execution area AE, the special symbol win / loss information stored in the second reserve area REA2 is shifted to the first reserve area REA1, the special symbol win / loss information stored in the third reserve area REA3 is shifted to the second reserve area REA2, and the special symbol win / loss information stored in the fourth reserve area REA4 is shifted to the third reserve area REA3.
[0110] Similarly, if the first holding area REB1 of the second special feature holding storage area REB is moved to the special feature execution area AE, the special feature success / failure information stored in the second holding area REB2 will shift to the first holding area REB1, the special feature success / failure information stored in the third holding area REB3 will shift to the second holding area REB2, and the special feature success / failure information stored in the fourth holding area REB4 will shift to the third holding area REB3.
[0111] The jackpot random number counter C1 is periodically updated in step S1003 of the main timer interrupt processing shown in Figure 17 below, by sequentially incrementing by 1 within the range of 0 to 637, for example, and is reset to 0 after reaching the maximum value. When the jackpot random number counter C1 completes one cycle, the value of the initial jackpot random number counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. The initial jackpot random number counter CIN1 is a loop counter that is updated in the same way as the jackpot random number counter C1. The values of the jackpot random number counter C1 at the time a game ball enters the first prize slot 314 or the second prize slot 315 are stored in the first to fourth prize slots REA1 to REA4 and REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2.
[0112] The random number values that result in a jackpot are set in two types according to the win / loss table stored in the win / loss table memory area of ROM411, corresponding to the low probability mode, which is the normal game state or the time-saving game state, and the high probability mode, which is the probability variation game state. Here, Figure 9(A) shows an example of the low probability mode win / loss table corresponding to the low probability mode, and Figure 9(B) shows an example of the high probability mode win / loss table corresponding to the high probability mode.
[0113] In the examples shown in Figures 9(A) and 9(B), multiple win / loss tables are provided for low-probability mode and high-probability mode, respectively, where the probability of winning a jackpot in the jackpot lottery (jackpot probability) differs according to the game setting value. The low-probability mode and high-probability mode win / loss tables each contain six win / loss tables corresponding to six levels of game setting values from 1 to 6. The probability of winning a jackpot in the jackpot lottery increases in the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, making it more advantageous for the player.
[0114] With game setting 1, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 206 (0 to 205) for the low probability mode win / loss table and 821 (0 to 820) for the high probability mode win / loss table. In other words, with game setting 1, the jackpot probability in low probability mode is approximately 1 / 318.1 (206 / 65536), and the jackpot probability in high probability mode is approximately 1 / 79.9 (820 / 65536), which is about four times that of low probability mode.
[0115] With game setting 2, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 212 (0 to 211) for the low probability mode win / loss table and 845 (0 to 844) for the high probability mode win / loss table. In other words, with game setting 2, the jackpot probability in low probability mode is approximately 1 / 309.1 (212 / 65536), and the jackpot probability in high probability mode is approximately 1 / 77.6 (845 / 65536), which is about four times that of low probability mode.
[0116] With game setting 3, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 218 (0 to 217) for the low probability mode win / loss table and 869 (0 to 868) for the high probability mode win / loss table. In other words, with game setting 3, the jackpot probability in low probability mode is approximately 1 / 300.6 (218 / 65536), and the jackpot probability in high probability mode is approximately 1 / 75.4 (869 / 65536), which is about four times that of low probability mode.
[0117] With game setting 4, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 224 (0 to 223) for the low probability mode win / loss table and 893 (0 to 892) for the high probability mode win / loss table. In other words, with game setting 4, the jackpot probability in low probability mode is approximately 1 / 292.6 (224 / 65536), and the jackpot probability in high probability mode is approximately 1 / 73.4 (893 / 65536), which is about four times that of low probability mode.
[0118] With game setting value 5, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 230 (0 to 229) for the low probability mode win / loss table and 917 (0 to 916) for the high probability mode win / loss table. In other words, with game setting value 5, the jackpot probability in low probability mode is approximately 1 / 284.9 (230 / 65536), and the jackpot probability in high probability mode is approximately 1 / 71.5 (917 / 65536), which is about four times that of low probability mode.
[0119] With game setting 6, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 236 (0 to 235) for the low probability mode win / loss table and 941 (0 to 940) for the high probability mode win / loss table. In other words, with game setting 6, the jackpot probability in low probability mode is approximately 1 / 277.7 (236 / 65536), and the jackpot probability in high probability mode is approximately 1 / 69.6 (941 / 65536), which is about four times that of low probability mode.
[0120] Furthermore, if the value of the jackpot random number counter C1 is anything other than a random number that results in a jackpot, the jackpot lottery will result in a loss.
[0121] Here, in the low-probability mode win / loss table and the high-probability mode win / loss table, the random numbers that result in a jackpot draw for the same game setting are the same, but it is also possible that the random numbers that result in a jackpot are not the same. Furthermore, the random numbers that result in a jackpot do not have to be consecutive values, but may be partially or entirely discrete values.
[0122] Furthermore, while there are six low-probability mode win / loss tables and six high-probability mode win / loss tables corresponding to the six game setting values, only one win / loss table is needed for each mode. In other words, the number of game setting values is not limited to six. It is also conceivable to have multiple low-probability mode win / loss tables corresponding to multiple game setting values, while having only one high-probability mode win / loss table. That is, it is conceivable to have multiple game setting values for the low-probability mode, and no tiered game setting values for the high-probability mode, resulting in a uniform jackpot probability. Of course, it is also possible to have a uniform jackpot probability in the low-probability mode and multiple game setting values for the high-probability mode.
[0123] The jackpot type counter C2 is incremented by 1 in the range of 0 to 19, and is reset to 0 after reaching the maximum value. The jackpot type counter C2 is updated periodically and stored in the special symbol reserve storage area 412b when a game ball enters the first prize slot 314 or the second prize slot 315. In the game machine 10, the distribution table stored in the distribution table storage area of the ROM 411 sets the value of the jackpot type counter C2 corresponding to each of the two types of jackpots: probability variation jackpots and normal jackpots.
[0124] Here, Figure 9(C) shows an example of a distribution table. In the example shown in Figure 9(C), if the type of special game is the first special game triggered by a ball entering the first prize slot 314, the number of random numbers that result in a 5R probability variation jackpot is 10 (0-9), the number of random numbers that result in a 16R probability variation jackpot is 5 (10-14), and the number of random numbers that result in a 5R normal jackpot is 5 (15-19). On the other hand, if the type of special game is the second special game triggered by a ball entering the second prize slot 315, the number of random numbers that result in a 5R probability variation jackpot is 5 (0-4), the number of random numbers that result in a 16R probability variation jackpot is 10 (5-14), and the number of random numbers that result in a 5R normal jackpot is 5 (15-19). In other words, in the gaming machine 10, the probability of a jackpot in the first special symbol game and the second special symbol game are set to the same 75%, but the probability of a 16R jackpot in the second special symbol game is set higher than in the first special symbol game. That is, in the jackpot game state (high probability mode and high-frequency support mode with a high probability of opening the electric mechanism 315b) and the time-saving game state (low probability mode and high-frequency support mode), the expected value of winning game balls when the jackpot lottery result is a jackpot is set higher compared to the normal game state (low probability mode and low-frequency support mode with a low probability of opening the electric mechanism 315b).
[0125] Furthermore, in both the first and second special symbol games, if the result of the jackpot lottery is a probability variation jackpot, the game transitions to a probability variation game state (high probability mode and high frequency support mode) after the jackpot game ends. In the game machine 10, there is no upper limit set on the number of special symbol games that can be played in the probability variation game state, and the game machine 10 is configured as a so-called loop probability variation machine.
[0126] Furthermore, if the result of the jackpot lottery is a regular jackpot, the game transitions to a time-saving game state (low probability mode and high frequency support mode) after the jackpot game ends. In the game machine 10, an upper limit (100 times in this embodiment) is set for the number of special symbol games that can be played in the time-saving game state (number of time-saving game games). If the result of the jackpot lottery is not a jackpot within this upper limit number of special symbol games, the game transitions to a normal game state, which is the low frequency support mode, after the execution of the upper limit number of special symbol games. Note that the number of special symbol games in the time-saving game state is not limited to 100, but may be any other number.
[0127] Furthermore, the transition from the probability variation state to the normal state may not be limited to when the maximum number of special symbol games are executed, but may also be executed, for example, when the state transition lottery (downgrade lottery) is won. In this case, it is conceivable that the transition (downgrade) from the probability variation state to the normal state will not occur until a predetermined number of special symbol games have been executed, and that this predetermined number will be guaranteed as the minimum number of special symbol games executed in the probability variation state. This will prevent the number of special symbol games executed in the probability variation state from being significantly reduced.
[0128] In this embodiment, separate distribution tables are set for the first prize slot 314, which triggers the execution of the first special symbol game upon winning, and the second prize slot 315, which triggers the execution of the second special symbol game upon winning. The probability of winning a different type of jackpot differs depending on whether the game ball enters the first prize slot 314 or the second prize slot 315. However, it is also possible that the probability of winning a different type of jackpot is the same for the first special symbol game and the second special symbol game. Furthermore, the game machine 10 is not limited to a loop probability variation machine, but can also be configured as an ST machine including a V-ST machine, or a mixed type 1 and type 2 machine.
[0129] Then, the MPU41 determines whether the result of the jackpot lottery is a "5R probability variation jackpot", a "16R probability variation jackpot", a "5R normal jackpot", or a "miss", based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special feature execution area AE.
[0130] Here, if the result of the jackpot lottery is a 5R probability variation jackpot or a 5R regular jackpot, an opening and closing execution mode is executed in which a round game in which the variable prize slot 316 is opened in a predetermined manner is repeated 5 times during the jackpot game. If the result of the jackpot lottery is a 16R probability variation jackpot, an opening and closing execution mode is executed in which a round game is repeated 16 times during the jackpot game. As for the manner in which the variable prize slot 316 is opened in each round game, for example, it is conceivable to open the variable prize slot 316 once. Of course, it is also conceivable to open the variable prize slot 316 multiple times in some or all of the round games.
[0131] In the case of a 5R probability variation jackpot or a 16R probability variation jackpot, after the jackpot game ends, the game transitions to a probability variation game state, which is a high-probability mode with a high probability of winning a jackpot and a high-frequency support mode with a high probability of opening the electric mechanism 315b. In this embodiment, the probability variation game state continues until the MPU 41 determines that the result of the jackpot lottery is a "5R probability variation jackpot", a "16R probability variation jackpot", or a "5R normal jackpot".
[0132] On the other hand, in the case of a 5R regular jackpot, after the jackpot game ends, the game transitions to a time-saving game state, which is a low-probability mode with a low probability of winning a jackpot and a high-frequency support mode with a high probability of opening the electric mechanism 315b. In this embodiment, the time-saving game state (low-probability mode and high-frequency support mode) continues until the player is notified of the results of a predetermined number of jackpot draws, such as 100 times, or it ends if the player is notified that the result of the jackpot draw is a jackpot before the predetermined number of draws has elapsed.
[0133] Furthermore, in special feature games, it is conceivable to conduct a lottery to determine whether the game will transition from a probability variation state to a time-saving game state or a normal game state. Note that if the lottery result in a jackpot is a loss, the game will not transition from a probability variation state to a jackpot state or a time-saving game state. In this embodiment, the case in which the game machine 10 has three types of jackpots, namely a 5R probability variation jackpot, a 16R probability variation jackpot, and a 5R normal jackpot, is used as an example for explanation, but it is not limited to this, and it is conceivable that the machine has other types of jackpots, such as a 2R probability variation jackpot, a 2R normal jackpot, or a 16R normal jackpot.
[0134] Furthermore, the reach random number counter C3 is periodically updated in step S1003 of the main timer interrupt processing shown in Figure 17 below, by sequentially incrementing by 1 within the range of 0 to 238, for example, and is reset to 0 after reaching the maximum value. The first to fourth reserve areas REA1 to REA4 and REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2 store the value of the reach random number counter C3 at the time the game ball enters the first prize slot 314 or the second prize slot 315.
[0135] In the gaming machine 10, the reach random number counter C3 selects the type of stopping result for the variable display shown on the symbol display unit 341 when the result of the jackpot lottery is a loss. Specifically, the loss type table stored in the loss type table storage area of the ROM 411 sets the corresponding value of the reach random number counter C3 for three types of losses: a front / back miss reach where the final stopping symbol stops one position before or after the reach symbol after a reach occurs, a non-front / back miss reach where the final stopping symbol stops anywhere other than before or after the reach symbol after a reach occurs, and a complete miss where no reach occurs.
[0136] Here, Figure 9(D) shows an example of a table of miss types. In the example shown in Figure 9(D), the random number values for a near miss are 0 to 8, the random number values for a near miss other than near miss are 9 to 38, and the random number values for a complete miss are 39 to 238. Note that in special feature games that result in a 5R probability change jackpot, a 16R probability change jackpot, or a 5R normal jackpot, i.e., special feature games that transition to a jackpot game state, the MPU41 determines that a near miss has occurred regardless of the value of the reach random number counter C3.
[0137] Here, "reach" refers to a state in which, between the start of the symbol change display on the symbol display unit 341 and the time the symbols stop, the symbols are more likely to form a combination of decorative symbols indicating a jackpot. In one example, the same symbol stops at two of the three stopping positions of the decorative symbols on the active line on the symbol display unit 341, and the display symbol corresponding to the remaining stopping position changes. Furthermore, during the reach state of the symbol display unit 341, story presentation processing is performed, such as displaying videos of predetermined characters to suggest the level of expectation, or player-participation operation presentation processing is performed, in which the player's operation on the operation button 20 is reflected in the presentation. Note that during the execution of these presentation processing, the symbol change display on the symbol display unit 341 may be hidden, or displayed in a reduced or enlarged state.
[0138] The special symbol variation type counter CS1 is incremented by 1 sequentially within the range of 0 to 199, for example, and is reset to 0 after reaching the maximum value. Specifically, the special symbol variation type counter CS1 determines the special symbol variation pattern type (special symbol variation display time) which indicates the variation display time of the special symbols (decorative symbols in the symbol display unit 341) in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36, according to the result of the jackpot lottery. In this way, once the special symbol variation pattern type is determined, the sound lamp control device 5 determines the variation type (performance pattern) for the main special symbol game, such as the high-speed variation performance (basic performance, non-reach performance), the Maru Reach performance, the Super Reach performance, and the Special Reach performance, according to the special symbol variation pattern type (special symbol variation display time). The special symbol variation type counter CS1 is updated at least once in step S1402 each time the main process shown in Figure 21 (described later) is executed by the MPU 41, and is repeatedly updated in step S1414 even within the remaining time of the main process. The first to fourth reserve areas REA1 to REA4 and REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2 store the value of the special symbol variation type counter CS1 at the time the game ball enters the first prize entry point 314 or the second prize entry point 315.
[0139] The MPU 41 then determines a special symbol variation pattern, which indicates the display time of the special symbol variation, based on the special symbol variation type counter CS1 and a variation table (see Figures 10(A) to 10(C)) that is set in advance according to the result of the jackpot lottery. Specifically, the MPU 41 identifies the type of special symbol variation pattern by referring to the normal jackpot variation table (see Figure 10(A)), the probability variation jackpot variation table (see Figure 10(B)), or the losing variation table (see Figure 10(C)) that are stored in advance in the variation table storage area of the ROM 411. These variation tables may be set separately for low probability mode and high probability mode. In addition, the probability variation jackpot variation table may be set separately for 5R probability variation jackpot and 16R probability variation jackpot, respectively.
[0140] Here, Figures 10(A), 10(B), and 10(C) show examples of variation tables. In the normal jackpot variation table shown in Figure 10(A), the probability variation jackpot variation table shown in Figure 10(B), and the miss variation table shown in Figure 10(C), the special feature variation patterns are pre-associated according to the value of the special feature variation type counter CS1. The MPU41 then refers to the normal jackpot variation table shown in Figure 10(A) if the result of the jackpot lottery is a "5R normal jackpot", the probability variation jackpot variation table shown in Figure 10(B) if the result is a "5R probability variation jackpot" or a "16R probability variation jackpot", and the miss variation table shown in Figure 10(C) if the result is a "miss", in order to determine the type of special feature variation pattern.
[0141] More specifically, as shown in Figures 10(A) and 10(B), in the normal jackpot variation table and the probability variation jackpot variation table, one of the special symbol variation patterns "01" to "03" is selected according to the value of the special symbol variation type counter CS1. If special symbol variation pattern "01" is selected, the sound lamp control device 5 determines a normal reach performance pattern with a variation display time of 30s as the variation type (performance pattern type), and the special game performance is executed in the symbol display unit 341, etc., according to the normal reach performance pattern. The normal reach performance pattern is a performance pattern in which the final individual performance type in the special symbol game performance is a normal reach performance. If special symbol variation pattern "02" is selected, the sound lamp control device 5 determines a super reach performance pattern with a variation display time of 60s as the variation type (performance pattern type), and the special game performance is executed in the symbol display unit 341, etc., according to the super reach performance pattern. The super reach performance pattern is a performance pattern in which the final individual performance type in the special symbol game performance is a super reach performance. Furthermore, if the special symbol variation pattern "03" is selected, the sound lamp control device 5 determines the special reach performance pattern as the variation type (performance pattern), which has the longest variation display time of 90s, and the special game performance is executed in the symbol display unit 341, etc., according to the special reach performance pattern. The special reach performance pattern is a performance pattern in which the final individual performance type in the special symbol game performance is the special reach performance.
[0142] As shown in FIG. 10(C), in the deviation variation table, corresponding to the stop display type of the decorative symbol pattern at the time of deviation (front-back deviation reach, reach other than front-back deviation, complete deviation) determined by the value of the reach random number counter C3, the correspondence between the special figure variation type counter CS1 and the special figure variation pattern is defined. More specifically, when the stop display type at the time of deviation is a front-back deviation reach or a reach other than front-back deviation, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. On the other hand, when the stop display type at the time of deviation is a complete deviation, either the special figure variation pattern "04" or "05" is selected according to the value of the special figure variation type counter CS1. When the special figure variation pattern "04" is selected, in the voice lamp control device 5, a reachless effect pattern (7-second non-reach effect pattern) with a variation display time of 7 s is determined as the variation type (production pattern type), and the special figure game production is executed according to the 7-second non-reach effect pattern on the symbol display unit 341 and the like. When the special figure variation pattern "05" is selected, in the voice lamp control device 5, a reachless effect pattern (10-second non-reach effect pattern) with a variation display time of 10 s is determined as the variation type (production pattern type), and the special figure game production is executed according to the 10-second non-reach effect pattern on the symbol display unit 341 and the like.
[0143] For example, in the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "04", the variation display of the deviation pattern in which the variation display of the decorative symbol is stopped by the combination of the deviation symbols is executed without accompaniment of a preview effect such as displaying a character, a message, etc. In the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "05", the variation display of the deviation pattern in which the variation display of the decorative symbol is stopped by the combination of the deviation symbols is executed with accompaniment of a preview effect such as displaying a character, a message, etc. Also, at the time of the variation display at the time of deviation corresponding to the special figure variation pattern "05", a player participation type operation effect in which the operation of the operation button 20 by the player is reflected may be executed as a preview effect.
[0144] Furthermore, the types of special feature variation patterns are not limited to the examples shown in Figures 10(A), 10(B), and 10(C).
[0145] For example, in the gaming machine 10, there are multiple types of normal reach animations that are executed in the normal reach animation pattern corresponding to the special symbol variation pattern "01," and one of these normal reach animations is selected and executed.
[0146] Similarly, in the 10th game machine, there are multiple types of super reach sequences with different characters and stories that are executed in the super reach sequence sequence corresponding to the special symbol variation pattern "02," and one of these super reach sequences is selected and executed. Super reach sequences are sequences with a longer variation time than normal reach sequences, and are executed to suggest to the player that the probability (expected value) of winning the jackpot in the jackpot lottery is higher than that of normal reach sequences, but lower than that of special reach sequences.
[0147] Furthermore, in the game machine 10, there are multiple types of special reach sequences with different characters and stories, which are executed in the special reach sequence sequence corresponding to the special symbol variation pattern "03". One of these special reach sequences will be selected and executed. A special reach sequence is a reach sequence with a longer variation time than a normal reach sequence, and can develop from, for example, a normal reach sequence or a super reach sequence. A special reach sequence is executed to suggest to the player that the probability (expected value) of winning a jackpot is higher than that of a normal reach sequence or a special reach sequence.
[0148] Furthermore, the performance patterns corresponding to the special symbol variation patterns may include player-participation performances in which the player's actions on the operation button 20 are reflected in the performance, such as single-shot performances in which single-shot operations are reflected in the performance, rapid-fire performances in which the player's rapid-fire operations on the operation button 20 are reflected in the performance, and long-press performances in which the player's long-press operations on the operation button 20 are reflected in the performance.
[0149] Then, when the MPU 41 identifies the display time for the special symbols in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 (the display time for the decorative symbols in the symbol display unit 341), it inputs a special symbol variation pattern command indicating the special symbol variation display time and the result of the jackpot lottery to the voice lamp control device 5. Specifically, if the lottery result is a "5R normal jackpot", the MPU 41 outputs one of the special symbol variation pattern commands "A01" to "A03", with an "A" added before the special symbol variation pattern "01" to "03" to indicate that it is a 5R normal jackpot. Also, if the lottery result is a "5R probability variation jackpot", the MPU 41 outputs one of the special symbol variation pattern commands "B01" to "B03", with a "B" added before the special symbol variation pattern "01" to "03" to indicate that it is a 5R probability variation jackpot. Furthermore, if the lottery result is a "16R probability variation jackpot," the MPU41 outputs one of the special symbol variation pattern commands "C01" to "C03," which have a "C" added before the special symbol variation patterns "01" to "03" to indicate that it is a 16R probability variation jackpot. Also, if the lottery result is a "miss," the MPU41 outputs one of the special symbol variation pattern commands "D01" to "D05," which have a "D" added before the special symbol variation patterns "01" to "05" to indicate that it is a miss. In other words, the special symbol variation pattern command includes not only the special symbol variation pattern (the time of special symbol gameplay), which is the display time of the special symbols, but also information that identifies the result of the jackpot lottery. The sound lamp control device 5 can determine not only the special symbol variation pattern (special symbol game time), which is the time it takes for the special symbols to vary, but also the result of the jackpot lottery, based on the special symbol variation pattern command. Based on the special symbol variation display time (special symbol game time) and the result of the jackpot lottery, it determines the variation type (performance pattern) displayed in the symbol display unit 341, and details such as the combination of stop display for the decorative symbols. The sound lamp control device 5 then causes the decorative symbols to vary and stop in the symbol display unit 341 based on the determined variation type (performance pattern) and other details, and executes image performances in accordance with the variation display of the decorative symbols. Furthermore, it executes sound performances through the speaker 26 in accordance with the variation display of the decorative symbols, and executes illumination performances (lamp performances) through the illumination unit 27.
[0150] Thus, in the gaming machine 10, the MPU 41 of the main control device 4 performs a simple process to determine the display time of the decorative symbols in the symbol display unit 341 based on the special symbol variation type counter CS1 and the variation table. Therefore, even if the MPU 41 of the gaming machine 10 is composed of an 8-bit microcontroller, the MPU 41 can reliably perform the jackpot lottery. Furthermore, since the details of the variation patterns of the decorative symbols actually displayed in the symbol display unit 341 are determined by the sound lamp control device 5, it is possible to selectively execute a wide variety of variation patterns.
[0151] The fluctuation tables shown in Figures 10(A) to 10(C) are used in common across various game states (normal game state, time-saving game state, and probability-changing game state). However, a separate fluctuation table may be set for each game state, and separate fluctuation tables may also be set for high-frequency support mode (time-saving game state and probability-changing game state) and low-frequency support mode. Furthermore, when a separate fluctuation table is set for each game state or support mode, the average value of the fluctuation display time will be set longer in the normal game state (low-frequency support mode) than in the time-saving game state and probability-changing game state (high-frequency support mode). Also, when different fluctuation tables are set for the time-saving game state and the probability-changing game state, the average value of the fluctuation display time may be set longer in the time-saving game state than in the probability-changing game state, or vice versa.
[0152] Here, Figure 11 is a block diagram showing an example of the general-purpose data hold storage area 412c of the memory area of the main control device 4 shown in Figure 8. As shown in Figure 11, the general-purpose data hold storage area 412c includes the general-purpose data first hold area SE1, the general-purpose data second hold area SE2, the general-purpose data third hold area SE3, the general-purpose data fourth hold area SE4, the general-purpose data variable hold number storage area SNA, and the general-purpose data execution area SAE.
[0153] The first to fourth reserve areas of the regular diagram, SE1 to SE4, are memory areas that store the regular win random number counter C4, the regular win type random number counter C5, and the regular diagram variation type counter CS2, which are acquired as regular win / loss information used in the regular diagram win lottery when a game ball passes through the through gates 317L and 317R.
[0154] The regular symbol variation reserve number storage area SNA stores the number of regular symbol first reserve area SE1 to regular symbol fourth reserve area SE4, where regular symbol win / loss information is stored. In other words, the regular symbol variation reserve number storage area SNA is a storage area that stores the number of reserved rights to perform regular symbol games.
[0155] The regular symbol execution area SAE is a memory area used to move the regular symbol win / loss information from the regular symbol first reserve area SE1 when the regular symbol variation display starts in the regular symbol display section 361 of the main display unit 36. Then, at the start of each regular symbol game, the MPU 41 performs a regular symbol win lottery using the regular symbol win / loss table (see Figures 12(A) and 12(B)) and the regular symbol win type distribution table (see Figures 12(C) and 12(D)) described below, based on the numerical information (values of the regular symbol win / loss information) stored in the regular symbol execution area SAE (regular symbol win / loss information), and determines the regular symbol variation display time for the regular symbols using the regular symbol variation table (not shown). At this time, if the validity information of the general diagram stored in the first general diagram holding area SE1 is moved to the general diagram execution area SAE, the validity information of the general diagram stored in the second general diagram holding area SE2 is shifted to the first general diagram holding area SE1, the validity information of the general diagram stored in the third general diagram holding area SE3 is shifted to the second general diagram holding area SE2, and the validity information of the general diagram stored in the fourth general diagram holding area SE4 is shifted to the third general diagram holding area SE3.
[0156] The normal win random number counter C4 is periodically updated in step S1003 of the main timer interrupt processing shown in Figure 17 below, by sequentially incrementing by 1 within the range of 0 to 299, for example, and is reset to 0 after reaching the maximum value. The normal win random number counter C4 at the time a game ball enters the through gates 317L and 317R is stored in the normal ball hold storage area 412c, from the normal ball first hold area SE1 to the normal ball fourth hold area SE4. At a predetermined timing, a normal win lottery is held to determine whether or not to open the electric mechanism 315b for a predetermined time, based on the value of the normal win random number counter C4 stored in the normal ball hold storage area 412c.
[0157] Here, Figures 12(A) and 12(B) show examples of a normal draw win / loss table. In this embodiment, two types of normal draw win / loss tables are set: the low-frequency support mode normal draw win / loss table shown in Figure 12(A) and the high-frequency support mode normal draw win / loss table shown in Figure 12(B). That is, in this embodiment, as will be described later, the probability of winning a normal draw differs between the low-frequency support mode and the high-frequency support mode, with the probability of winning a normal draw being set higher in the high-frequency support mode than in the low-frequency support mode.
[0158] The low-frequency support mode normal symbol win / loss table shown in Figure 12(A) is the table used for the normal symbol win lottery in the normal game state, which is the low-frequency support mode. As shown in Figure 12(A), in the low-frequency support mode normal symbol win / loss table, a value of 0 for the normal symbol win random number counter C4 is set to 0, and a value of 1 to 299 for the normal symbol win random number counter C4 is set to 1. In other words, in the normal game state (low-frequency support mode), the probability of a normal symbol win is set to 1 / 300, and the operation frequency of the electric mechanism 315b is set low.
[0159] The high-frequency support mode normal win / loss table shown in Figure 12(B) is the table used for the normal win lottery in the high-frequency support mode, which is the probability variation game state and the time reduction game state. As shown in Figure 12(B), in the high-frequency support mode normal win / loss table, contrary to the low-frequency support mode normal win / loss table, if the value of the normal win random number counter C4 is 0, it is a loss, and if the value of the normal win random number counter C4 is between 1 and 299, it is set as a normal win. In other words, in the probability variation game state and the time reduction game state (high-frequency support mode), the probability of a normal win is set to 299 / 300, which is higher than the probability of a normal win in the normal game state (low-frequency support mode), and the operation frequency of the electric mechanism 315b is also increased.
[0160] Note that the probability of winning in low-frequency support mode and the probability of winning in high-frequency support mode are not limited to the examples shown in Figures 12(A) and 12(B) and can be changed as appropriate.
[0161] The normal win type random number counter C5 is periodically updated in step S1003 of the main timer interrupt processing shown in Figure 17 below, by sequentially incrementing by 1 within the range of 0 to 199, for example, and is reset to 0 after reaching the maximum value. The normal win type random number counter C5 at the time a game ball enters the through gates 317L and 317R is stored in the normal win first reserve area SE1 to the normal win fourth reserve area SE4 of the normal win reserve storage area 412c. Furthermore, if the value of the normal win random number counter C4 stored in the normal win first reserve area SE1 to the normal win fourth reserve area SE4 is a normal win, the type of normal win (short-open normal win and long-open normal win), i.e., the opening time of the electric mechanism 315b, is set according to the value of the normal win type random number counter C5 stored in the normal win first reserve area SE1 to the normal win fourth reserve area SE4.
[0162] Here, Figures 12(C) and 12(D) show an example of a per-roll type distribution table. In this embodiment, two types of per-roll type distribution tables are set: the low-frequency support mode per-roll type distribution table shown in Figure 12(C) and the high-frequency support mode per-roll type distribution table shown in Figure 12(D). That is, in this embodiment, as will be described later, the distribution probabilities of per-roll types (per short-open per-roll and per long-open per-roll) differ between the low-frequency support mode and the high-frequency support mode.
[0163] In this case, when a short-opening regular win occurs, the electric mechanism 315b is opened for a short time (for example, 0.1 seconds), allowing the game ball to enter the second prize pocket 315 for a short time (for example, 0.1 seconds). In this short-opening regular win game, because the opening time of the electric mechanism 315b is short, it is difficult for the game ball to enter the second prize pocket 315, and in most cases, the game ball does not enter the second prize pocket 315.
[0164] On the other hand, in the case of a long-opening regular win, the electric mechanism 315b is open for a longer period (for example, 6 seconds) than in a short-opening regular win game, resulting in a long-opening regular win game where the game ball can enter the second prize slot 315 for a longer period (for example, 6 seconds) than in a short-opening regular win game. In this long-opening regular win game, because the electric mechanism 315b is open for a longer time, it is easier for the game ball to enter the second prize slot 315, and it is possible to reserve the right to execute the second special win game up to the maximum number (for example, 4).
[0165] The low-frequency support mode general drawing per-win category distribution table shown in Fig. 12(C) is a table used in the general drawing per-win lottery in the normal game state, which is the low-frequency support mode. As shown in Fig. 12(C), in the low-frequency support mode general drawing per-win category distribution table, when the value of the general drawing per-win category random number counter C5 is 0 to 99, it is set to a short-release general drawing per-win, and when the value of the general drawing per-win category random number counter C5 is 100 to 199, it is set to a long-release general drawing per-win. That is, in the normal game state (low-frequency support mode), the distribution ratio of the short-release general drawing per-win to the long-release general drawing per-win is set to 1:1. Of course, the distribution ratio of the short-release general drawing per-win to the long-release general drawing per-win in the normal game state (low-frequency support mode) does not necessarily have to be 1:1 and can be appropriately changed. For example, the distribution ratio of the long-release general drawing per-win can be set to zero (the value of the normal win category random number counter C5 for the long-release general drawing per-win is zero) or approximately zero (the value of the normal win category random number counter C5 for the long-release general drawing per-win is 1 or 2).
[0166] The high-frequency support mode general drawing per-win category distribution table shown in Fig. 12(D) is a table used in the general drawing per-win lottery in the probability variable game state and the time-saving game state, which are the high-frequency support modes. As shown in Fig. 12(D), in the high-frequency support mode general drawing per-win category distribution table, when the value of the general drawing per-win category random number counter C5 is 0, it is set to a short-release general drawing per-win, and when the value of the general drawing per-win category random number counter C5 is 1 to 199, it is set to a long-release general drawing per-win. That is, in the probability variable game state and the time-saving game state (high-frequency support mode), it is set so that it is easier to be distributed to the long-release general drawing per-win than the short-release general drawing per-win. Of course, the distribution ratio of the short-release general drawing per-win to the long-release general drawing per-win in the probability variable game state and the time-saving game state (high-frequency support mode) is not limited to the example shown in Fig. 12(D) and can be appropriately changed. For example, the distribution ratio of the short-release general drawing per-win can be set to zero (the value of the normal win category random number counter C5 for the short-release general drawing per-win is zero).
[0167] Furthermore, the opening of the electric mechanism 315b is not limited to once per regular win, but may occur multiple times. In this case, the opening time and opening interval (interval between openings) of the electric mechanism 315b for each regular win may be of one type or multiple types.
[0168] The regular ball variation type counter CS2 is incremented by 1 sequentially within the range of 0 to 99, for example, and is updated at least once in step S1402 each time the main process shown in Figure 21 (described later) is executed, and is repeatedly updated in step S1414 even within the remaining time of the main process. The values of the regular ball variation type counter CS2 at the time a game ball enters the through gates 317L and 317R are stored in the regular ball hold storage area 412c, from the regular ball first hold area SE1 to the regular ball fourth hold area SE4. At a predetermined timing, the regular ball variation display time is determined by referring to the regular ball variation display table (not shown) based on the value of the regular ball variation type counter CS2 stored in the regular ball hold storage area 412c.
[0169] The general-purpose variable display table (not shown) includes, for example, a high-frequency support mode general-purpose variable display table, which is referenced when the system is in high-frequency support mode, and a low-frequency support mode general-purpose variable display table, which is referenced when the system is in low-frequency support mode. In the high-frequency support mode general-purpose variable display table and the low-frequency support mode general-purpose variable display table, multiple general-purpose variable display times are set, for example, corresponding to the value of the general-purpose variable type counter CS2. In addition, the high-frequency support mode general-purpose variable display table is usually set to have a shorter average general-purpose variable display time than the low-frequency support mode general-purpose variable display table. For example, some of the variable display times set in the high-frequency support mode general-purpose variable display table may be set to be longer than some of the variable display times set in the low-frequency support mode general-purpose variable display table, and all of the variable display times set in the high-frequency support mode general-purpose variable display table may be set to be longer than all of the variable display times set in the low-frequency support mode general-purpose variable display table.
[0170] Note that a common general drawing change display table may be set for both the high-frequency support mode and the low-frequency support mode, and the general drawing change display time set in at least one of the general drawing change display tables for the high-frequency support mode and the general drawing change display table for the low-frequency support mode may be of one type. Also, the general drawing change display time may be set according to the number X of general drawing changes held. For example, it may be set so that the general drawing change display time becomes shorter as the number X of general drawing changes held increases, or it may be set so that the general drawing change display time becomes longer as the number X of general drawing changes held decreases.
[0171] Here, FIG. 13 is a block diagram showing an example of a game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. Game information such as game history and ball output performance is stored in the game information storage area 412d. In the present embodiment, the following game information is stored in the game information storage area 412d as game information: "number of out balls", "number of balls paid out from the general winning opening", "number of balls paid out from the first winning opening", "number of balls paid out from the second winning opening", "number of balls paid out from the variable winning opening", "set value", "base information", "continuous accessory ratio information", "accessory ratio information", "cumulative jackpot lottery count", "unit jackpot lottery count", "jackpot count", and "continuous miss count". Among these game information, "game set value", "base information", "continuous accessory ratio information", "accessory ratio information", and "unit jackpot lottery count" correspond to game information (performance information) related to ball output performance.
[0172] The "number of out balls" is an integrated value of the number of game balls launched onto the game board 31 in the normal game state (low probability mode and low-frequency support mode). This "number of out balls" is stored as a value obtained by counting the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17 described later.
[0173] The "Number of Balls Dispensed from General Prize Pocket" is the cumulative number of game balls dispensed for winning into the general prize pocket 313 during normal gameplay (low probability mode and low frequency support mode). When a win into the general prize pocket 313 is detected by the ball entry sensor 313a during normal gameplay, this "Number of Balls Dispensed from General Prize Pocket" is updated in the prize ball command setting process of step S1403 in the main processing shown in Figure 21 below, when setting a prize ball command to cause the payout control device 7 to dispense the number of prize balls corresponding to the win into the general prize pocket 313. The value is updated to include the number of balls dispensed for the current win.
[0174] The "Number of Balls Dispensed from the First Prize Port" is the cumulative number of game balls dispensed for winning into the first prize port 314 during normal gameplay (low probability mode and low frequency support mode). When a win into the first prize port 314 is detected by the ball entry sensor 314a during normal gameplay, this "Number of Balls Dispensed from the First Prize Port" is updated in the prize ball command setting process of step S1403 in the main processing shown in Figure 21 below, when setting a prize ball command to cause the payout control device 7 to dispense a number of prize balls corresponding to the win into the first prize port 314, by adding the number of balls dispensed for this win.
[0175] The "Number of Balls Payout from the Second Prize Port" is the cumulative value of game balls paid out for winning into the second prize port 315 during the time-saving game state (low probability mode and high frequency support mode). When a win into the second prize port 315 is detected by the ball entry sensor 315a during the time-saving game state, this "Number of Balls Payout from the Second Prize Port" is updated in the prize ball command setting process of step S1403 in the main processing of Figure 21 described later, when setting a prize ball command to cause the payout control device 7 to pay out a number of prize balls corresponding to the win into the second prize port 315, by adding the number of balls paid out for this win.
[0176] The "Variable Prize Outlet Payout Count" is the cumulative value of game balls paid out for winning into the variable prize outlet 316 during a jackpot game. When a win into the variable prize outlet 316 is detected by the ball entry sensor 316a during a jackpot game, the "Variable Prize Outlet Payout Count" is updated in the prize ball command setting process of step S1403 in the main processing shown in Figure 21 below, when setting a prize ball command to cause the payout control device 7 to pay out a number of prize balls corresponding to the win into the variable prize outlet 316. This update includes the number of balls paid out for the current win.
[0177] The "game setting value" is used to select the low-probability mode win / fail table (see Figure 9(A)) and the high-probability mode win / fail table (see Figure 9(B)) used in the jackpot lottery (win / fail determination). In other words, the "game setting value" defines the jackpot probability in the low-probability mode and the high-probability mode. In this embodiment, as described later, six setting values (six different low-probability mode win / fail tables (see Figure 9(A)) and high-probability mode win / fail tables (see Figure 9(B))) with different jackpot probabilities are prepared. The "game setting value" is updated in the game setting value change process shown in Figure 35, which will be described later.
[0178] "Base information" refers to information about the "base," which is the payout rate (ball payout rate) in the normal game state (low probability mode and low frequency support mode). This "base" is the ratio of the total number of balls paid out from the "general prize slot" and the "first prize slot" to the "number of balls to be played" in the normal game state. Expressed as a formula, "base" = 100 × ("number of balls paid out from the general prize slot" + "number of balls paid out from the first prize slot") / "number of balls to be played". "Base information" includes information about the current base BL, the previous 60,000-ball base B1, and the 60,000-ball base B2 from two games prior. Here, the previous 60,000-ball base B1 and the 60,000-ball base B2 from two games prior are updated each time the number of balls to be played reaches 60,000 in the specific performance information update process shown in Figure 36 below (steps S2505 and S2506). Specifically, when the most recent number of balls dispensed reaches 60,000, the "base" is saved as the previous 60,000-ball base B1, and when the number of balls dispensed before that reached 60,000, the "base" is saved as the previous 60,000-ball base B2, both as "base information" in the game information storage area of RAM412. Furthermore, until the counter value of the number of balls dispensed reaches 60,000, it is calculated as the current base BL (step S1804), and the current base BL is saved as "base information" in the game information storage area of RAM412. In addition, when the calculation is performed as the current base BL until the counter value of the number of balls dispensed reaches 60,000, the "base information" stores "number of balls dispensed from the general prize slot," "number of balls dispensed from the first prize slot," and "number of balls dispensed" for base calculation, separately from the "number of balls dispensed from the general prize slot," "number of balls dispensed from the first prize slot," and "number of balls dispensed" explained earlier.
[0179] In this embodiment, the "base information" includes "current base BL", "previous 60,000 ball base B1", and "the time before last 60,000 ball base B2", and the history of the last two 60,000 ball bases is recorded. However, it is also possible to record the history of three or more past 60,000 ball bases. Furthermore, the "base information" may include the cumulative base from the time the gaming machine 10 was installed in the gaming hall until the present.
[0180] The "continuous prize payout ratio information" is information regarding the "continuous prize payout ratio," which is the ratio of the number of balls paid out from the variable prize payout slot to the total number of balls paid out from all prize payout slots (general prize payout slot 313, first prize payout slot 314, second prize payout slot 315, and variable prize payout slot 316) that pay out prize balls. The "continuous prize payout ratio" can be expressed by the formula: "continuous prize payout ratio" = 100 × "number of balls paid out from the variable prize payout slot" / "total number of balls paid out." The "continuous prize payout ratio information" is updated, for example, in the specific performance information update process shown in Figure 36 below. In this embodiment, the "continuous prize payout ratio information" is stored as the cumulative continuous prize payout ratio from the time the gaming machine 10 was installed in the gaming hall until the present. Furthermore, "consecutive bonus payout ratio information" may also refer to the consecutive bonus payout ratio over a certain period (for example, over a certain number of jackpots (e.g., 100 times), over a period of time until a certain number of jackpot draws (e.g., 1000 times) are performed during normal gameplay, or over a period until the number of balls dispensed reaches a certain number (e.g., 60,000 balls)). Of course, "consecutive bonus payout ratio information" may include both the cumulative consecutive bonus payout ratio and the consecutive bonus payout ratio over a certain period of time.
[0181] The "prize payout ratio information" is information regarding the "prize payout ratio," which is the ratio of the combined number of balls paid out by the second prize payout slot and the variable prize payout slot to the total number of balls paid out by winning at all prize payout slots (general prize payout slot 313, first prize payout slot 314, second prize payout slot 315, and variable prize payout slot 316) that award prize balls. The "prize payout ratio" can be expressed by the formula: "prize payout ratio" = 100 × ("number of balls paid out at second prize payout slot" + "number of balls paid out at variable prize payout slot") / "total number of balls paid out." The "prize payout ratio information" is updated, for example, in the specific performance information update process shown in Figure 36 below. In this embodiment, the "prize payout ratio information" is stored as the cumulative prize payout ratio from the time the gaming machine 10 was installed in the gaming hall until the present. Furthermore, "prize payout ratio information" may also refer to the prize payout ratio over a certain period (for example, for a certain number of jackpots (e.g., 100 times), for a certain number of jackpot draws in normal gameplay (e.g., 1000 times), or for a certain number of balls to be dispensed (e.g., 60,000 balls)). Of course, "continuous prize payout ratio information" may include both the cumulative prize payout ratio and the prize payout ratio over a certain period.
[0182] The "cumulative number of jackpot draws" is the number of times a jackpot draw has been performed in normal gameplay mode (low probability mode and low frequency support mode) from the time the gaming machine 10 was started before the opening of the gaming hall until the present. In other words, the "cumulative number of jackpot draws" is also the cumulative number of times the first special symbol display on the first special symbol display unit 362 of the main display unit 36 has been displayed in a variable state, triggered by a ball entering the first prize slot 314 in normal gameplay mode. The "cumulative number of jackpot draws" is increased by 1 each time the variable display of the first or second special symbol is started on the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 in step S2106 of the special symbol variable start processing shown in Figure 28 below. The "cumulative number of jackpot draws" is also cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0183] The "unit jackpot draw count" is the number of times a jackpot draw was received (the number of times the symbol variation display on the first special symbol display unit of the main display unit 36 was executed) triggered by a certain number of negative ball wins in the normal game state (low probability mode and low frequency support mode) when balls entered the first prize slot 314. In this embodiment, the certain number is "250 balls", and the difference in balls is the number of balls obtained by subtracting the "number of balls paid out from the general prize slot" and the "number of balls paid out from the first prize slot" from the "number of balls out". In other words, the "unit jackpot draw count" is the number of times the first special symbol variation display on the first special symbol display unit 362 was performed on average per 1000 yen when a game hall provides 250 balls for every 1000 yen spent (the number of times a jackpot draw was received). Note that the "unit jackpot draw count" may also be the number of times a jackpot draw was received per a certain number of "number of balls out" in the normal game state. The "Unit Jackpot Draw Count" is updated in the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "Unit Jackpot Draw Count" is stored as the cumulative number of unit jackpot draws from the time the gaming machine 10 was installed in the gaming hall until the present. The "Unit Jackpot Draw Count" may also be for a certain period of time (for example, for a certain number of jackpots (e.g., 100 times), for a certain number of jackpot draws in normal gameplay (e.g., 1000 times), or for a certain number of balls to be dispensed (e.g., 60,000 balls)). Of course, both the cumulative number of unit jackpot draws and the number of unit jackpot draws over a certain period of time may be stored as game information in the "Unit Jackpot Draw Count".
[0184] The "number of jackpots" is the number of times the jackpot lottery has resulted in a jackpot from the time the gaming machine 10 was started before the opening of the gaming hall until the present. The "number of jackpots" is incremented by 1 each time a jackpot game is started in the jackpot game control process, for example, as shown in Figure 29 below. The "number of jackpots" is also cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0185] The "Consecutive Losses Count" is the number of consecutive losses in the jackpot lottery during normal gameplay (low probability mode and low frequency support mode), and is reset to 0 if the lottery result is a jackpot. The "Consecutive Losses Count" is increased by 1 each time the first or second special symbol display unit 362 or second special symbol display unit 363 of the main display unit 36 is started to display the variation of the first or second special symbol in step S2106 of the special symbol variation start processing shown in Figure 28 below, if the result of the win / fail judgment based on the low probability mode win / fail table in step S2103 is a loss, and is reset to 0 if the result of the win / fail judgment is a jackpot. In this embodiment, the "Consecutive Losses Count" is cleared from the game information storage area 412d of the RAM 412 when the main power of the game machine 10 is turned off. Of course, the "Consecutive Losses Count" may be configured not to be cleared from the game information storage area 412d when the main power of the game machine 10 is turned off.
[0186] Returning to the explanation of Figure 14, the performance information display device 4A displays the "base information" and "setting values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a setting value display unit 45, a setting value change operation unit 46, and a ROM 47. Here, Figure 15 is a schematic diagram showing an example of the performance information display device 4A.
[0187] As shown in Figure 15, the performance display monitor 43 displays "base information" for the gaming machine 10 and is located in a visible position when the inner frame 12 is unfolded (see Figure 3). The performance display monitor 43 is composed of multiple (four in this embodiment) 7-segment displays 431 to 434 and is referred to as a 4-digit 7-segment display. It is preferable that the performance display monitor 43 be provided on the main control device 4, but it may also be provided on a device other than the main control device 4 in the main control unit 331, or on other components of the game other than the main control unit 331. It is also conceivable that the "base information" may be displayed using the first special symbol display unit 362 and / or the second special symbol display unit 363 of the main display unit 36.
[0188] The 7-segment displays 431-434 can display the numbers "0" through "9" and the letters "A" through "F". When displaying the letter "B" on the 7-segment displays 431-434, a dot is illuminated to distinguish it from the number "8," displaying "8.". Similarly, when displaying the letter "D," a dot is illuminated to distinguish it from the number "0," displaying "0." Furthermore, when displaying any of the letters "A" through "F," a dot may be illuminated to clearly indicate that it is a letter.
[0189] The performance display monitor 43 consists of four 7-segment displays 431-434. The two leftmost 7-segment displays 431 and 432 are identification segments that display the "base type" as an abbreviation, while the two rightmost 7-segment displays 433 and 434 are ratio segments that display the base value (%) calculated by the MPU 41. For example, if the current base BL is 31%, the two leftmost 7-segment displays 431 and 432, which are identification segments, will display the abbreviation "BL" for the current base BL as "8." and "L," while the two rightmost 7-segment displays 433 and 434, which are ratio segments, will display the base value "31" as "3" and "1." In other words, the four 7-segment displays 431-434 will display "8.", "L," "3," and "1" from left to right.
[0190] The performance display switch 44 switches the power on and off of the performance display monitor 43 (four 7-segment displays 431-434) all at once when pressed, and is located in an easily accessible position when the inner frame 12 is unfolded (see Figure 3). In the illustrated example, pressing the upper half of the performance display switch 44 turns the power on, and pressing the lower half turns the power off. When the power is turned on to the performance display switch 44, power is supplied to the four 7-segment displays 431-434, enabling the display of base information on the performance display monitor 43. On the other hand, when the power is turned off to the performance display switch 44, power to the four 7-segment displays 431-434 is cut off, and the base information on the performance display monitor 43 is hidden. The performance display switch 44 may be provided in locations other than the main control device 4.
[0191] Here, Figure 15(A) shows an example of the display on the performance display monitor 43. As shown in Figure 15(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are off, and therefore the base information is not displayed. As shown in Figures 15(B) to 15(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, the "base information" loops in the following order: current base BL → previous 60,000 ball base B1 → the time before last 60,000 ball base B2 → current base BL, and each base is repeatedly displayed at regular intervals. In the example shown in Figure 15(B), the current base BL is shown to be 28%, in the example shown in Figure 15(C), the previous 60,000 ball base B1 is shown to be 34%, and in the example shown in Figure 15(D), the time before last 60,000 ball base B2 is shown to be 32%. On the other hand, as shown in Figure 15(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off, and the base information on the performance display monitor 43 is hidden.
[0192] In addition, programs necessary to cause the performance display monitor 43 to display "base information", such as a program for calculating the current base BL, the previous 60,000-piece base B1, and the previous-previous 60,000-piece base B2, and a program for causing the performance display monitor 43 to sequentially display the current base BL, the previous 60,000-piece base B1, and the previous-previous 60,000-piece base B2 at regular intervals, etc., are stored in a ROM 47 provided separately from the ROM 412 of the MPU 41 in the main control device 4. Thereby, the load on the ROM 411 of the MPU 41 can be reduced. However, if there is sufficient capacity margin in the ROM 411 of the MPU 41, the program necessary to cause the performance display monitor 43 to display "base information" may be stored in the ROM 411. Also, the program necessary to cause the performance display monitor 43 to display "base information" may be stored in a storage means such as a ROM provided separately from the main control device 4.
[0193] Also, in the performance display monitor 43, instead of or in addition to "base information", other performance information stored in the game information storage area 412d, such as "continuous accessory ratio information" and "accessory ratio information", may be displayed.
[0194] Also, the performance display monitor 43 may be constituted by other forms of displays such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display.
[0195] Returning to the description of FIG. 14, the set value display unit 45 displays the above-described game set values for selecting the low probability mode validity table (see FIG. 9(A)) and the high probability mode validity table (see FIG. 9(B)) referred to in the jackpot lottery, and is constituted by a 7-segment display. Note that the set value display unit 45 may be constituted by other forms of displays such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display, and the game set values may be displayed using the performance display monitor 43.
[0196] The setting value change operation unit 46 switches the power of the 7-segment display on and off by a pressing operation, and enables the setting value to be changed by a rotation operation when the power of the 7-segment display is on. The setting value change operation unit 46 has the function of a contact-type switch that is switched on and off by a pressing operation, for example, and the function of a rotary switch in which the contacts are switched by a rotation operation (rotation by a predetermined angle). Here, Figure 16 is a diagram showing an example of the display on the setting value display unit 45 of the main control device 4.
[0197] As shown in Figure 16(A), when the setting value display unit 45 is off and a press operation is made on the setting value change operation unit 46, the 7-segment display is powered on and a number is displayed on the setting value display unit 45. The number displayed at this time is the setting value stored in the game information storage area 412d of the RAM 412 and indicates the current setting value. In the illustrated example, the setting value is "1". On the other hand, when the setting value display unit 45 is lit and a press operation is made on the setting value change operation unit 46, the power to the 7-segment display is cut off and the setting value display unit 45 turns off.
[0198] As shown in Figure 16(B), when the setting value display unit 45 is lit, a rotation operation is performed on the setting value change operation unit 46, and the number displayed on the setting value display unit 45 changes. In the illustrated example, rotating the setting value display unit 45 to the right increases the number displayed on the setting value display unit 45, and rotating the setting value display unit 45 to the left decreases the number displayed on the setting value display unit 45. When the number displayed on the setting value display unit 45 changes due to rotation, the changed number is saved as the setting value in the game information storage area 412d of the RAM 412. Therefore, if the setting value change operation unit 46 is pressed and the power to the 7-segment display is turned off while the number corresponding to the desired setting value is displayed on the setting value display unit 45, the number that was displayed immediately before the power was turned off is determined as the setting value. As a result, the MPU 41 can perform a jackpot lottery based on a low-probability mode win / loss table (see Figure 9(A)) or a high-probability mode win / loss table (see Figure 9(B)) selected according to the setting value stored in the game information storage area 412d of the RAM 412.
[0199] Note that the method for changing the setting value is not limited to rotating the setting value change operation unit 46 and then turning off the power to the setting value display unit 45. For example, the setting value may be determined by rotating the setting value change operation unit 46 and then pressing the operation button 20 (see Figure 1); the number displayed on the setting value display unit 45 may be changed by repeatedly pressing or holding down the operation button 20 (see Figure 1) and then turning off the power to the setting value display unit 45; or a key may be inserted into a keyhole provided in the main control device 4, etc., and the number displayed on the setting value display unit 45 may be changed by rotating the key and then removing the key.
[0200] Here, the performance information display device 4A, which includes a set value display unit 45, is provided in the main control device 4 of the main control unit 331 in the control unit 33. The control unit 33 is located on the rear side of the game board 31 and can be opened and closed relative to the front frame 11. Therefore, the set value display unit 45 is located on the rear side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 relative to the front frame 11, it is possible to select between a state in which it is visible from the outside of the game machine 10 (the front side of the front frame 11) and a state in which it is not visible. That is, by closing the game board 31 (control unit 33) relative to the front frame 11, the set value display unit 45 cannot be seen, while by opening the game board 31 (control unit 33) relative to the front frame 11, the set value display unit 45 can be seen. As a result, when a player plays a game on the gaming machine 10, the setting value display unit 45 is not visible unless the game board 31 is opened, thus preventing the player from knowing the setting value by the number displayed on the setting value display unit 45. Furthermore, when the setting value display unit 45 is lit, it is turned off when the setting value change operation unit 46 is pressed. Therefore, by maintaining the setting value display unit 45 in an off state during the operating hours of the gaming hall, even if the game board 31 is opened due to a ball jam or other issue in the gaming machine 10, making the setting value display unit 45 visible, it is possible to prevent the player from knowing the setting value by the setting value display unit 45.
[0201] On the other hand, when the setting value display unit 45 is off, pressing the setting value change operation unit 46 will turn it on, and the number corresponding to the game setting value will be hidden. Therefore, outside of the operating hours of the gaming hall, by opening the game board 31 to the front frame 11 and pressing the setting value change operation unit 46, the setting value display unit 45 will turn on, allowing the player to check the game setting value based on the number displayed on the setting value display unit 45. Furthermore, the game setting value can be changed by rotating the setting value change operation unit 46. This ensures the confidentiality of the setting value during operating hours, while allowing the setting value to be changed outside of operating hours with a simple operation.
[0202] In this embodiment, the performance information display device 4A is provided in the main control device 4, but the performance information display device 4A may be provided separately from the main control device 4 in the main control unit 331, or separately from the main control unit 331 in the control unit 33.
[0203] [Sub-control unit 332] As shown in Figure 7, the sub-control unit 332 is equipped with an audio lamp control device 5 and a display control device 6, and executes the display of changing symbols and effects in the symbol display unit 341 based on the control signals input from the main control unit 331.
[0204] [Voice lamp control device 5] The audio lamp control device 5 includes an MPU 51 and an input / output interface 52, among other components. The MPU 51 is an arithmetic unit configured as a single-chip microcontroller. The MPU 51 also has a built-in ROM 511 and RAM 512.
[0205] ROM511 is a non-volatile memory unit that pre-stores control programs and parameter information. ROM511 also stores information such as sounds and lamp flashing patterns used in special game effects and jackpot game effects. RAM512 is a volatile memory unit capable of reading and writing various types of information, and is used as a primary storage area (work area) for processing performed by MPU51. Note that RAM512 may also be a non-volatile memory unit.
[0206] The sound lamp control device 5 controls the display of the symbol display unit 341 by executing processing according to the control program stored in the ROM 511 using the MPU 51, and inputting commands (control signals) to the display control device 6 based on commands (control signals) input from the main control device 4. The sound lamp control device 5 also controls the playback sound output from the speaker 26 and the flashing pattern of the illumination unit 27 in accordance with the display of the symbol display unit 341. For example, when executing the special symbol game effects and jackpot game effects described later, the MPU 51 controls the image display on the symbol display unit 341, the playback sound output from the speaker 26, and the flashing pattern of the illumination unit 27.
[0207] The input / output interface 52 is an input / output interface that inputs signals to the audio lamp control device 5 and outputs control signals from the audio lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output interface 52. Commands such as special pattern variation commands, first special pattern hold commands, second special pattern hold commands, and special pattern shift commands are input from the main control device 4 to the audio lamp control device 5. The audio lamp control device 5 also outputs display variation pattern commands and the like to the display control device 6. In addition, a configuration in which the display control device 6 receives commands from the main control device 4 and inputs those commands to the audio lamp control device 5 is also conceivable as another embodiment. Furthermore, a configuration in which the sub-control unit 332 has a single control device that has the functions of both the audio lamp control device 5 and the display control device 6 is also conceivable as another embodiment.
[0208] Furthermore, a speaker 26 and an illuminated light unit 27 are connected to the input / output interface 52. In the sound lamp control device 5, the MPU 51 controls the sound output from the speaker 26 and the flashing pattern of the illuminated light unit 27 based on commands input from the main control device 4. An operation switch 20a is also connected to the input / output interface 52. This allows the MPU 51 to detect when an operation is performed on the operation button 20, and based on the detection result, it can also control image game effects executed on the symbol display unit 341, sound output effects where sound is output from the speaker 26, and lamp effects based on the flashing pattern of the illuminated light unit 27.
[0209] The MPU51 executes predetermined calculations based on commands input from the main control unit 4, such as general pattern variation commands, electric mechanism opening commands, electric mechanism closing commands, special pattern variation commands, first special pattern hold commands, second special pattern hold commands, special pattern shift commands, jackpot game start commands, opening start commands, opening end commands, opening / closing execution mode start commands, round game start commands, round game end commands, interval start commands, interval end commands, opening / closing execution mode end commands, ending start commands, ending end commands, jackpot game end commands, and game setting value change commands.
[0210] Specifically, when a special symbol variation pattern command is input, the MPU 51 determines a special symbol variation pattern based on the special symbol variation pattern command, transmits a display variation pattern command corresponding to that special symbol variation pattern to the display control device 6 (see step S3107 in the command determination process in Figure 47), and starts displaying the pattern variation in the pattern display unit 341. At this time, if the special symbol variation pattern command indicates a miss, the pattern display unit 341 displays a combination of decorative symbols corresponding to the miss.
[0211] [Display control device 6] The display control device 6 controls the display of the symbol display unit 341 based on commands (control signals) input from the sound lamp control device 5. Specifically, the display control device 6 executes symbol variation display and effect display by controlling the display of the symbol display unit 341 based on display variation pattern commands and the like input from the sound lamp control device 5.
[0212] The display control device 6 includes an MPU 61 and an input / output interface 62, and the audio lamp control device 5 and the graphic display unit 341 are connected to the input / output interface 62. Note that bidirectional communication may be possible between the audio lamp control device 5 and the display control device 6.
[0213] The MPU61 is an arithmetic unit configured as a single-chip microcontroller, and it incorporates a ROM611 and a RAM612. The display control device 6 also incorporates other circuits, such as a timer circuit for timing and an interrupt circuit for receiving interrupts. The MPU61 executes processing according to the control program stored in the ROM611 and other components. Furthermore, some or all of the processing performed by the display control device 6 may be performed by electronic circuits.
[0214] ROM 611 stores control programs, as well as multiple types of images used for the symbol variation display on the symbol display unit 341, such as decorative symbols, variation symbols, preview images, reach images, jackpot images, and miss images. The images displayed on the symbol display unit 341 include both still images and moving images. ROM 611 also stores a display schedule corresponding to each variation display pattern command. Specifically, the display schedule includes the types of images to be used, the display timing, and the display time for the variation symbols. The display control device 6 then uses the MPU 61 to display images on the symbol display unit 341 according to the display schedule corresponding to the variation display pattern command, thereby realizing the symbol variation display and effect display.
[0215] RAM612 is a volatile memory unit capable of reading and writing various types of information, and is used as the primary memory area (work area) for processing performed by MPU61. RAM612 may also be a non-volatile memory unit.
[0216] [Dispensing control device 7] The payout control device 7 is equipped with an MPU 71 and an input / output interface 72, among other components. The MPU 71 is an arithmetic unit configured as a single-chip microcontroller. The MPU 71 also has a built-in ROM 711 and RAM 712.
[0217] ROM 711 is a non-volatile memory unit that pre-stores control programs and parameter information. RAM 712 is a volatile memory unit that can read and write various types of information and is used as a primary storage area (work area) for processing performed by MPU 71. RAM 712 may also be a non-volatile memory unit.
[0218] The input / output interface 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, the payout device 132 and the ball dispensing device 100 are connected to the input / output interface 72.
[0219] As described above, the dispensing device 132 dispenses game balls from the tank 131 to the upper tray 23, and includes a drive unit 132a such as a motor that drives a ball-stopping member that switches whether or not to dispense game balls, and a dispensing sensor 132b that individually detects the game balls to be dispensed. The dispensing control device 7 dispenses any number of game balls by controlling the drive unit 132a based on the detection result from the dispensing sensor 132b. The dispensing control device 7 is also provided with a state reset switch 73. The state reset switch 73 is operated, for example, to clear a ball jam (return to a normal state) when a dispensing error occurs, such as a ball jam in the dispensing device 132.
[0220] The ball dispensing device 100 is installed in the island facility together with the gaming machine 10. The ball dispensing device 100 can dispense a number of gaming balls to the player that corresponds to a predetermined amount within the range of the amount stored on a recording medium such as a card inserted into the ball dispensing device 100, in response to the operation of a ball dispensing operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal to dispense a predetermined number of gaming balls is input from the ball dispensing device 100 to the dispensing control device 7, the MPU 71 controls the dispensing device 132 and dispenses the predetermined number of gaming balls. The recording medium is not limited to a card; for example, it may be a coin-type or stick-type storage medium with a built-in IC chip. Furthermore, the ball dispensing device 100 may also be capable of dispensing a predetermined number of gaming balls corresponding to the amount of cash inserted.
[0221] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls the drive of the game ball launching mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeder 322 of the game ball launching mechanism 32 to supply game balls stored in the upper tray 23 onto the launch rail 321. The launch control IC 81 then detects the amount of operation of the launch handle 22 and drives the solenoid 323 of the game ball launching mechanism 32 according to that amount of operation, thereby launching the game balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeder 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset period (for example, 0.6 sec) as a drive signal. As a result, in the game machine 10, one game ball is launched toward the game area every 0.6 seconds.
[0222] Furthermore, the launch handle 22 is equipped with a variable resistor for detecting the amount of rotational operation performed by the player, and a voltage is input to the launch control IC 81 according to the amount of rotational operation of the launch handle 22. As a result, the launch control IC 81 adjusts the voltage applied to the solenoid 323 based on the voltage value input according to the amount of rotational operation of the launch handle 22, so that the greater the amount of rotational operation of the launch handle 22, the stronger the launch force of the game balls from the game ball launching mechanism 32.
[0223] Furthermore, the launch handle 22 is equipped with a touch sensor 21a for detecting when a player is touching the launch handle 22, and a ball stop switch 21b for the player to operate to stop the launch of game balls at will. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the launch of game balls by the game ball launching mechanism 32 when the touch sensor 21a detects that the player is not touching the launch handle 22, or when the ball stop switch 21b is detected to be operated by the player. This prevents gameplay in situations where, for example, the launch handle 22 is fixed in a rotated position and the player is not touching the launch handle 22. In addition, the player can stop the launch of game balls by operating the ball stop switch 21b at any time with their thumb or the like while rotating the launch handle 22.
[0224] [Power control device 9] The power control device 9 generates a +12V voltage for driving various sensors and drive units, and a +5V voltage for logic used in the control unit. The power control device 9 then supplies the generated +12V or +5V voltage to the main control unit 4, sound lamp control unit 5, display control unit 6, dispensing control unit 7, firing control unit 8, etc.
[0225] The power control device 9 is equipped with a power switch 90 for turning the power of the gaming machine 10 on and off, and a RAM erase switch 91 which is operated when the gaming machine 10 is returned to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated and the power is turned on while the RAM erase switch 91 is ON.
[0226] Furthermore, the power control device 9 is equipped with a capacitor and a secondary battery as charging means that are charged by power supplied from the power supply equipment. As a result, even if the power supply from the power supply equipment is cut off in the gaming machine 10, the information in the RAM provided in the control device is retained for a predetermined period by the power discharged from the capacitor. Also, even if the power supply from the power supply equipment is cut off in the gaming machine 10, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0227] Furthermore, if the power control device 9 determines that the power supply has been interrupted, it inputs a power outage signal to the main control device 4, the voice lamp control device 5, the payout control device 7, etc. For example, if the power control device 9 outputs a preset 24V DC voltage based on the power supplied from the power supply equipment, it determines that a power outage has occurred when that DC voltage falls below a preset 22V. When the main control device 4, the voice lamp control device 5, the payout control device 7, etc. receive a power outage signal from the power control device 9, they interrupt the control they are currently performing and execute a predetermined NMI interrupt process.
[0228] [Processing by the main control unit 4] Next, the processes executed by the MPU 41 of the main control unit 4 will be described with reference to Figures 17 to 41. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is activated when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is activated periodically, and an NMI interrupt process that is executed in the event of a power outage. In this embodiment, the explanation of the startup process and NMI interrupt process will be omitted, and the main timer interrupt process and the main process will be described. In addition, in the startup process, it is checked whether the RAM 412 is operating normally, and the execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0229] [Main timer interrupt processing of main control device 4] Here, Figure 17 is a flowchart illustrating an example of the procedure for main timer interrupt processing performed by the MPU 41 of the main control unit 4. The main timer interrupt processing is performed, for example, every 2 msec. The main timer interrupt processing will be explained below with reference to Figure 17.
[0230] <Step S1001> As shown in Figure 17, in step S1001, the MPU 41 performs sensor detection processing to determine the detection status of sensors connected to the main control unit 4. For example, it determines the detection status of ball entry sensors 313a~316a, 317La, 317Ra, ball exit sensor 318a, etc. At this time, if the MPU 41 detects that a game ball has entered any of the ball entry sensors 313a~316a, 317La, or 317Ra, it stores that information as prize entry detection information in the RAM 412. Also, if a ball is detected to have been exited by the ball exit sensor 318a, the MPU 41 adds 1 to the number of balls that have been exited stored in the game information storage area 412d of the RAM 412 and updates the number of balls that have been exited in the game information storage area 412d.
[0231] <Step S1002> Next, in step S1002, the MPU41 updates the initial value counter for jackpot random numbers CIN1 and the initial value counter for regular random numbers CIN2. Specifically, the MPU41 adds 1 to the counter values of the initial value counter for jackpot random numbers CIN1 and the initial value counter for regular random numbers CIN2, and if the counter value reaches the maximum value, it clears the counter value to 0.
[0232] <Step S1003> Next, in step S1003, the MPU41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the regular jackpot random number counter C4, and the regular jackpot type random number counter C5. Specifically, the MPU41 adds 1 to the counter values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the regular jackpot random number counter C4, and the regular jackpot type random number counter C5, and if any of these counter values reach their maximum value, it clears the counter value to 0.
[0233] <Steps S1004 and S1005> Subsequently, the MPU41 performs the start-up prize-winning process in conjunction with the entry into the first prize-winning slot 314 or the second prize-winning slot 315 (step S1004), and then performs the launch control process (step S1005). Details of the start-up prize-winning process will be described later with reference to Figure 18.
[0234] The launch control process enables the launch of game balls on the condition that the player is touching the launch handle 22, as detected by the touch sensor 21a, and the ball stop switch 21b, which stops the launch, is not operated. The launch control process also disables the launch of game balls if the player is not touching the launch handle 22, as detected by the touch sensor 21a, or if the ball stop switch 21b is operated. When the launch of game balls is enabled, the MPU 41 issues a launch control device 8 instruction to launch game balls.
[0235] <Step S1006> In step S1006, when a game ball passes through the through gates 317L and 317R, the MPU 41 executes a through-gate process to update the information stored in the RAM 412's regular data hold storage area 412c, and then terminates the main timer interrupt process. Details of the through-gate process will be described later with reference to Figure 20.
[0236] [Startup and Prize Entry Processing] Here, Figure 18 is a flowchart showing an example of the procedure for the start-up prize-winning process executed by the MPU41 in step S1004 of the main timer interrupt processing in Figure 17. The start-up prize-winning process will be explained below with reference to Figure 18.
[0237] <Step S1101> As shown in Figure 18, in step S1101, the MPU 41 determines whether or not there was a win in the first prize slot 314. If the MPU 41 determines that there was a win in the first prize slot 314 (step S1101: Yes), it proceeds to step S1102. If it determines that there was no win in the first prize slot 314 (step S1101: No), it proceeds to step S1106.
[0238] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the number of reserved special symbols N stored in the first reserved symbol storage area NAA of the RAM 412 is the maximum number of reserved symbols (4 in this embodiment). If the number of reserved special symbols N is the maximum number of reserved symbols (step S1102: Yes), the MPU 41 proceeds to step S1106. On the other hand, if the number of reserved special symbols N is not the maximum number of reserved symbols (step S1102: No), the MPU 41 performs the process of adding 1 to the number of reserved special symbols N (step S1103).
[0239] <Step S1104> In step S1104, the MPU 41 obtains the counter values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which are updated in step S1003 of the main timer interrupt processing in Figure 17, and the special symbol variation type counter CS1, which is updated in steps S1402 and S1414 of the main processing in Figure 21 described later, and stores these counter values in the RAM 412 in the first empty reserve area among the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA in the special symbol reserve storage area 412b.
[0240] <Step S1105> In step S1105, the MPU41 checks the contents of the special symbol win / loss information for the first special symbol hold acquired in step S1104 before it becomes the subject of the jackpot win / loss determination in step S2102 or S2103 of the special symbol variation start process shown in Figure 28 below. Based on this confirmation result, it executes the first special symbol hold command setting process to set the first special symbol hold command in RAM412. Details of the first special symbol hold command setting process will be described later with reference to Figure 19.
[0241] <Step S1106> In step S1106, the MPU41 determines whether or not there has been a win in the second prize slot 315. If the MPU41 determines that there has been a win in the second prize slot 315 (step S1106: Yes), it proceeds to step S1107. If it determines that there has been no win in the second prize slot 315 (step S1106: No), it terminates the start prize process.
[0242] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the number of reserved second special symbols M stored in the second special symbol reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). If the number of reserved second special symbols M is the maximum reserved number (step S1107: Yes), the MPU 41 terminates the start prize entry process. On the other hand, if the number of reserved second special symbols M is not the maximum reserved number (step S1107: No), the MPU 41 performs a process to add 1 to the number of reserved second special symbols M (step S1108).
[0243] <Step S1109> In step S1109, the MPU 41 obtains the counter values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which are updated in step S1003 of the main timer interrupt processing in Figure 17, and the special symbol variation type counter CS1, which is updated in steps S1402 and S1414 of the main processing in Figure 21 described later, and stores these counter values in the RAM 412 in the first empty reserve area among the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB of the special symbol reserve storage area 412b.
[0244] <Step S1110> In step S1110, the MPU41 checks the contents of the special symbol win / loss information for the second special symbol hold acquired in step S1109 before it becomes the subject of the jackpot win / loss determination in step S2102 or S2103 of the special symbol variation start process shown in Figure 28, and executes a second special symbol hold command setting process to set the second special symbol hold command in RAM412 based on the result of this check. Here, the second special symbol hold command setting process is the same as the first special symbol hold command setting process, which will be described later with reference to Figure 19, so a detailed explanation will be omitted. Note that the second special symbol hold command setting process can be performed by replacing "first special symbol hold command" with "second special symbol hold command" and "number of first special symbol holds N" with "number of second special symbol holds M" in the first special symbol hold command setting process in Figure 19.
[0245] [Setting the first special feature hold command] Here, Figure 19 is a flowchart showing the procedure for setting the first special symbol hold command, which is executed by the MPU41 in step S1105 of the start-up prize-winning process in Figure 18. The first special symbol hold command includes information indicating that the command is the first special symbol hold command, as well as information such as the result of the jackpot lottery (jackpot type or miss), the special symbol variation display time, and the number of first special symbols held, N. The first special symbol hold command setting process will be explained below with reference to Figure 19.
[0246] <Step S1201> As shown in Figure 19, the MPU 41 reads the number of first special symbols N from the first special symbol retention storage area NAA of the first special symbol retention storage area REA, and also reads the value of the jackpot random number counter C1 corresponding to each first special symbol retention from the RAM 412 (step S1201).
[0247] <Step S1202> In step S1202, the MPU41 determines whether or not it is in high probability mode. If it is in high probability mode (step S1202: Yes), the process moves to step S1203. On the other hand, if the MPU41 is not in high probability mode (step S1202: No), i.e., in low probability mode, the process moves to step S1204. For example, the MPU41 determines whether or not it is in high probability mode based on the probability variation game state flag. The probability variation game state flag is a flag that indicates whether or not it is in a probability variation game state, i.e., whether or not it is in high probability mode. In the game state transition process described later, this probability variation game state flag is set to ON in step S2317 in Figure 34 when the game state transitions from a probability variation jackpot game state to a probability variation game state, and is set to OFF in step S2309 in Figure 33 when the game state transitions from a probability variation game state to a probability variation jackpot game state or a normal jackpot game state.
[0248] <Steps S1203 and S1204> In step S1203, the MPU41 reads the high probability mode success / failure table (see Figure 9(B)) which is saved according to the game setting value in step S2410 of the game setting value change process shown in Figure 35 described later, and performs a success / failure determination based on the high probability mode success / failure table to determine whether the counter value of the jackpot random number counter C1 read in step S1201 corresponds to a jackpot win. On the other hand, in step S1204, the MPU41 reads the low probability mode success / failure table (see Figure 9(A)) which is saved according to the game setting value in step S2410 of the game setting value change process shown in Figure 35 described later, and performs a success / failure determination based on the low probability mode success / failure table to determine whether the counter value of the jackpot random number counter C1 read in step S1201 corresponds to a jackpot win.
[0249] In steps S1203 and S1204, the win / loss determination is performed based on the high probability mode win / loss table or low probability mode win / loss table that is saved in step S2410 of the game setting value change process shown in Figure 35 below, according to the game setting value. However, in step S1203 or S1204, the game setting value saved in step S2408 of the game setting value change process shown in Figure 35 below may be read, and the win / loss determination may be performed by selecting the high probability mode win / loss table or low probability mode win / loss table corresponding to that game setting value one by one.
[0250] <Step S1205> In step S1205, the MPU41 determines whether the counter value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU41 determines that the counter value read from the jackpot random number counter C1 corresponds to a jackpot win (step S1205: Yes), the process proceeds to step S1206. On the other hand, if the MPU41 determines that the counter value read from the jackpot random number counter C1 does not correspond to a jackpot win (step S1205: No), i.e., it is a miss, the process proceeds to step S1208.
[0251] <Step S1206> In step S1206, the MPU 41 reads the counter values of the jackpot type counter C2 and the special symbol variation type counter CS1 from the RAM 412. For example, if the special symbol win / loss information is stored in the third reserve area REA3 in step S1104 of the start-up winning process in Figure 18, the counter values of the jackpot type counter C2 and the special symbol variation type counter CS1 included in the special symbol win / loss information stored in the third reserve area REA3 are read out. Note that the reserve area in which the special symbol win / loss information is stored in step S1104 of the start-up winning process in Figure 18, among the first reserve area REA1 to the fourth reserve area REA4, can be determined by the value of the reserve number N stored in the first special symbol reserve number storage area NAA.
[0252] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the special symbol variation type counter CS1, and the number of first special symbol reserves N to the first special symbol reserve command. In this way, the number of first special symbol reserves N read in step S1201 is included in the first special symbol reserve command, so the MPU 51 of the sound lamp control device 5 that receives the first special symbol reserve command can recognize which of the first reserve area REA1 to the fourth reserve area REA4 the first special symbol win / loss information corresponds to by referring to the number of reserves N included in the first special symbol reserve command.
[0253] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the counter value of the special symbol variation type counter CS1 from the RAM 412. Next, the MPU 41 sets the information indicating that the lottery result in the jackpot lottery was a loss, the special symbol variation type counter CS1, and the first special symbol reserve number N into the first special symbol reserve command (step S1209).
[0254] The first special feature hold command, set in step S1207 or S1209 of the first special feature hold command setting process, is stored in RAM 412 and is transmitted to the audio lamp control device 5 along with other commands in step S1401 of the main process shown in Figure 21, which is executed by the MPU 41 of the main control device 4, and then erased. Furthermore, the content of the first special feature hold command described here is merely an example, and is not limited to what is described here, as long as the audio lamp control device 5 can grasp the same content as the first special feature hold command. For example, it is conceivable that some or all of the information of the first special feature hold command may be included in other commands.
[0255] [Through-gate processing] Here, Figure 20 is a flowchart showing the procedure for the through-gate processing executed by the MPU 41 in step S1006 of the main timer interrupt processing in Figure 17. In the through-gate processing, when a game ball passes through the through-gates 317L and 317R, the MPU 41 updates the information stored in the regular ball hold storage area 412c of the RAM 412. The through-gate processing will be explained below with reference to Figure 20.
[0256] <Step S1301> As shown in Figure 20, in the through-gate processing, the MPU 41 first determines whether or not a game ball has passed through the left through-gate 317L (step S1301). Whether or not a game ball has passed through the through-gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection processing of step S1001 in the main timer interrupt processing shown in Figure 17. If the MPU 41 determines that a game ball has passed through the left through-gate 317L (step S1301: Yes), it proceeds to step S1303, and if it determines that a game ball has not passed through the left through-gate 317L (step S1301: No), it proceeds to step S1302.
[0257] <Step S1302> If the MPU41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether the game ball has passed through the right through gate 317R (step S1302). Whether the game ball has passed through the through gate 317R is determined based on the prize detection information stored in the RAM412 during the sensor detection process in step S1001 of the main timer interrupt processing shown in Figure 17. If the MPU41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), it proceeds to step S1303. If the MPU41 determines that the game ball has not passed through the right through gate 317R (step S1302: No), it terminates the through gate processing.
[0258] <Step S1303> If the MPU 41 determines that a game ball has passed through the left through gate 317L (step S1301: Yes), or if it determines that a game ball has passed through the right through gate 317R (step S1302: Yes), it determines whether the number of variable normal figure reserved balls X stored in the variable normal figure reserved ball storage area SNA set in the normal figure reserved ball storage area 412c of the RAM 412 is the maximum number of reserved balls (4 in this embodiment) (step S1303). If the number of variable normal figure reserved balls X is the maximum number of reserved balls (step S1303: Yes), the MPU 41 terminates the through gate processing, and if the number of variable normal figure reserved balls X is not the maximum number of reserved balls (step S1303: No), it proceeds to step S1304.
[0259] <Steps S1304 and S1305> If the number of reserved normal figure variations X is not the maximum number of reserved numbers (step S1303: No), the MPU41 adds 1 to the number of reserved normal figure variations X (step S1304), obtains the counter values of the normal hit random number counter C4 and the normal hit type random number counter C5 which are updated in step S1003 of the main timer interrupt processing in Figure 17, and the value of the normal figure variation type counter CS2 which is updated in steps S1402 and S1414 of the main processing in Figure 21 described later, stores these counter values in the first available reserved area SE1 to the fourth reserved area SE4 of the normal figure reserved storage area 412c in RAM412 (step S1305), and terminates the through gate processing.
[0260] [Main processing of the main control unit 4] Next, with reference to Figure 21, the main processing performed by the MPU 41 of the main control unit 4 will be described. In the main processing, the main control processing for the progress of the regular game, special game, and jackpot game is performed. In the main processing, the processing in steps S1401 to S1411 is performed as a periodic process with a period of, for example, 4 msec, and the counter update processing in steps S1413 and S1414 is performed in the remaining time from the end of the processing in steps S1401 to S1411 until the next cycle.
[0261] <Step S1401> As shown in Figure 21, in step S1401, the MPU 41 performs external output processing to send output data, such as commands set in the main timer interrupt processing shown in Figure 17 or in the previous main processing, to control devices such as the sub-control unit 332 and peripheral control unit 140. For example, if commands such as the regular figure variation pattern command, electric mechanism open command, electric mechanism close command, special figure variation pattern command, first special figure hold command, second special figure hold command, special figure shift command, jackpot game start command, opening start command, opening end command, opening / closing execution mode start command, round game start command, round game end command, interval start command, interval end command, opening / closing execution mode end command, ending start command, ending end command, jackpot game end command, and game setting value change command are set in the RAM 412, the MPU 41 sends those commands to the audio lamp control device 5. Also, in the prize ball command setting processing of step S1403 described later in the main processing, if a prize ball command is set in the RAM 412, the MPU 41 sends that prize ball command to the payout control device 7.
[0262] <Step S1402> In step S1402, the MPU41 updates the values of the special feature variation type counter CS1 and the general feature variation type counter CS2. Specifically, the MPU41 adds 1 to the counter values of the special feature variation type counter CS1 and the general feature variation type counter CS2, and if the counter value reaches the maximum value, it clears the counter value to 0.
[0263] <Step S1403> In step S1403, the MPU 41 sets a prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM 412. Specifically, the MPU 41 determines whether or not a win has occurred in the general prize slot 313, the first prize slot 314, the second prize slot 315, the variable prize slot 316, etc., based on the prize detection information stored in the RAM 412. If a win has occurred, the MPU 41 sets a prize ball command in the RAM 412 indicating the number of prize balls to be paid out according to that win. At this time, in the normal game state (low probability mode and low frequency support mode), if a win occurs in the general prize slot 313 or the first prize slot 314, the MPU 41 updates the number of balls paid out in the general prize slot or the first prize slot, which is stored in the game information storage area 412d of the RAM 412, to a value that includes the number of balls paid out due to the current win. Furthermore, in the time-saving game state (low probability mode and high frequency support mode) or the probability variation game state (high probability mode and high frequency support mode), if a ball enters the second prize pocket 315, the MPU 41 updates the number of balls dispensed from the second prize pocket stored in the game information storage area 412d of the RAM 412 to a value that includes the number of balls dispensed from the current prize. In addition, in the jackpot game state, if a ball enters the variable prize pocket 316, the MPU 41 updates the number of balls dispensed from the variable prize pocket stored in the game information storage area 412d of the RAM 412 to a value that includes the number of balls dispensed from the current prize.
[0264] <Step S1404> In Step S1404, the MPU41 executes a regular game control process to control the progress of the regular game. Details of the regular game control process will be described later with reference to Figures 22 to 24.
[0265] <Step S1405> In step S1405, the MPU41 executes a regular win game control process that controls the progress of the regular win game, which is executed when the result of the regular win lottery is a win. Details of the regular win game control process will be described later with reference to Figure 25.
[0266] <Step S1406> In step S1406, the MPU 41 executes special symbol game control processing to control the progress of the special symbol game. Details of the special symbol game control processing will be described later with reference to Figures 26 to 28, but in the special symbol game control processing, when the display of the special symbols changes is started, the special symbol variation pattern command necessary for displaying the symbols in the symbol display unit 341 is set. At this time, the MPU 41 sets the special symbol variation pattern command, which indicates the lottery result of the jackpot draw and the variation display time, in the RAM 412 based on the values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which are updated in step S1003 of the main timer interrupt processing in Figure 17, and the special symbol variation type counter CS1, which is updated in steps S1402 and S1414 of this process.
[0267] <Step S1407> In step S1407, the MPU41 executes a jackpot game control process that controls the progress of the jackpot game, which is executed when the result of the jackpot lottery is a jackpot. Details of the jackpot game control process will be described later with reference to Figures 29 to 32.
[0268] <Step S1408> In step S1408, the MPU41 executes a game state transition process that controls the transition between various game states (normal game state, time-saving game state, probability variation game state, probability variation jackpot game state, and normal jackpot game state). Details of the game state transition process will be described later with reference to Figures 33 and 34.
[0269] <Step S1409> In step S1409, the MPU 41 executes a game setting value change process. This game setting value change process controls the display or hiding of the setting value, or the modification of the game setting value stored in the game information storage area 412d, in response to operations on the setting value change operation unit 46. Details of the game setting value change process will be described later with reference to Figure 35.
[0270] Furthermore, in this embodiment, the game setting value change process is executed in the main process, but it is also conceivable that it be limited to the startup process that is activated when the power is turned on, or the period from after the startup process until the launch of game balls begins. This prevents the game setting value from being changed during the operating hours of the gaming hall, as the game setting value cannot be changed after the player has started playing until the next power-on.
[0271] <Step S1410> In step S1410, the MPU41 performs a specific performance information update process from the game information. In this embodiment, the base information and other specific performance information are updated. Details of the specific performance information update process will be described later with reference to Figures 36 and 37.
[0272] <Step S1411> In step S1411, the MPU 41 executes the display control process for the performance display monitor 43. This display control process for the performance display monitor 43 involves displaying the base information updated in the specific performance information update process in step S1410 on the performance display monitor 43. Details of the display control process for the performance display monitor 43 will be described later with reference to Figures 38 to 41.
[0273] <Step S1412> In step S1412, the MPU41 determines whether the timing for executing the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU41 determines that the timing for executing the next main process has arrived (step S1412: Yes), it proceeds to step S1401 and executes each of the processes from S1401 onwards as described above. On the other hand, if the MPU41 determines that the timing for executing the next main process has not arrived (step S1412: No), it repeatedly executes steps S1413 and S1414 until the timing for executing the next main process arrives, that is, for the remaining time until the timing for executing the next main process arrives, until it determines that the timing for executing the next main process has arrived (step S1412: Yes).
[0274] <Step S1413> In step S1413, the MPU41 updates the initial value counter for jackpot random numbers CIN1 and the initial value counter for regular random numbers CIN2. Specifically, the MPU41 adds 1 to the counter values of the initial value counter for jackpot random numbers CIN1 and the initial value counter for regular random numbers CIN2, and if the counter value reaches the maximum value, it clears the counter value to 0.
[0275] <Step S1414> In step S1414, the MPU41 updates the special pattern variation type counter CS1 and the general pattern variation type counter CS2. Specifically, it adds 1 to the counter values of the special pattern variation type counter CS1 and the general pattern variation type counter CS2, and if those counter values reach their maximum values, it clears them to 0. After updating the special pattern variation type counter CS1 and the general pattern variation type counter CS2, the MPU41 returns to step S1412.
[0276] [General game control processing] Here, Figure 22 is a flowchart showing an example of the procedure for the regular symbol game control process executed in step S1404 of the main process in Figure 21. In the regular symbol game control process, processes such as controlling the display of the regular symbols changing and stopping in the regular symbol display section 361 of the main display section 36 are executed. The regular symbol game control process will be explained below with reference to Figure 22.
[0277] <Step S1501> As shown in Figure 22, in the regular symbol game control process, the MPU 41 first determines whether the regular symbol variation display flag, which indicates that the regular symbols are currently being displayed (regular symbol game is in progress), is on (step S1501). The regular symbol variation display flag is set to on in step S1711 when the display of the regular symbols variation (regular symbol game) begins in the regular symbol variation start process shown in Figure 24, which will be described later, and is set to off in step S1510 of the regular symbol game control process when the regular symbols stop (regular symbol game ends).
[0278] If the "Displaying Normal Symbol Variation" flag is on (step S1501: Yes), that is, if a normal symbol game is in progress, the MPU41 proceeds to step S1507. On the other hand, if the "Displaying Normal Symbol Variation" flag is off (step S1501: No), that is, if a normal symbol game is not in progress, the MPU41 proceeds to step S1502.
[0279] <Step S1502> If the "Normal Symbol Fluctuation Display" flag is off (step S1501: No), that is, if a normal symbol game is not being played, the MPU 41 determines whether the "Electric Mechanism Open" flag, which indicates that the electric mechanism 315b is open (a normal symbol winning game is being played), is on (step S1502). The "Electric Mechanism Open" flag is set to on in step S1811 when the electric mechanism 315b is opened in the normal symbol winning game control process shown in Figure 25 below, and to off in step S1818 when the electric mechanism 315b is closed.
[0280] If the "electric mechanism open" flag is on (step S1502: Yes), that is, if a regular winning game is in progress, the MPU41 terminates the regular winning game control process. On the other hand, if the "electric mechanism open" flag is off (step S1502: No), that is, if a regular winning game is not in progress, the MPU41 proceeds to step S1503.
[0281] <Step S1503> If the "electric mechanism open" flag is off (step S1502: No), that is, if a regular winning game is not in progress, the MPU 41 determines whether the "jackpot game in progress" flag, which indicates that a jackpot game is in progress, is on (step S1503). In the jackpot game control process shown in Figure 29 below, the "jackpot game in progress" flag is set to on in step S2206 when a jackpot game is started, and to off in step S2252 when a jackpot game ends.
[0282] If the flag indicating a jackpot game is on (step S1503: Yes), the MPU41 terminates the normal game control process if a jackpot game is in progress. In other words, in this embodiment, the normal game is not started while a jackpot game is in progress.
[0283] Of course, the regular game may be started while the jackpot game is in progress. In this case, according to the support mode type before the jackpot game starts (whether it is a high-frequency support mode or a low-frequency support mode), that is, according to the game state before transitioning to the jackpot game state, a win / loss determination for the regular win lottery is performed based on the win / loss information (values of the regular win random number counter C4, the regular win type random number counter C5, and the regular win variation type counter CS2) that has been moved from the regular win first reserve area SE1 in the regular win reserve storage area 412c to the regular win execution area SAE. In other words, if the game state before the jackpot game is executed is a probability variation game state or a time-saving game state which is a high-frequency support mode, the regular win lottery (regular win or loss), the regular win type (long-open regular win or short-open regular win), and the regular win variation display time are set based on the regular win win / loss table for high-frequency support mode (see Figure 12(B)), the regular win type table (see Figure 12(D)), and the regular win variation table (not shown). On the other hand, if the game state before the jackpot game is executed is the normal game state, which is the low-frequency support mode, the normal symbol jackpot draw (normal symbol win or loss), the normal symbol jackpot type (long-open normal symbol win or short-open normal symbol win), and the normal symbol variation display time are set based on the normal symbol jackpot win / loss table (see Figure 12(A)), the normal symbol jackpot type table (see Figure 12(C)), and the normal symbol variation table (not shown) for the low-frequency support mode.
[0284] On the other hand, if the flag indicating that a jackpot game is in progress is off (step S1503: No), that is, if a jackpot game is not currently being played, the MPU41 proceeds to step S1504.
[0285] <Step S1504> If the flag indicating a jackpot game is off (step S1503: No), that is, if a jackpot game is not currently being played, the MPU 41 determines whether the number of variable normal figure reserves X stored in the variable normal figure reserves storage area SNA set in the normal figure reserve storage area 412c of the RAM 412 is 0 (step S1504). If the number of variable normal figure reserves X is 0 (step S1504: Yes), the MPU 41 terminates the normal figure game control process; if the number of variable normal figure reserves X is not 0 (step S1504: No), the process proceeds to step S1505.
[0286] <Step S1505> If the number of reserved regular figure changes X is not 0 (step S1504: No), the MPU 41 performs regular figure data setting processing for the regular figure success / failure information stored in the regular figure reserved storage area 412c (step S1505), and proceeds to step S1506. Details of the regular figure data setting processing will be described later with reference to Figure 23.
[0287] <Step S1506> In step S1506, the MPU 41 executes a regular symbol variation start process to cause the regular symbol display unit 361 of the main display unit 36 to display the variation of the regular symbols based on the information stored in the regular symbol hold storage area 412c, and then terminates the regular symbol game control process. Details of the regular symbol variation start process will be described later with reference to Figure 24.
[0288] <Step S1507> If the "Normal Diagram Variation Display" flag is on (step S1501: Yes), that is, if a normal diagram game is in progress, the MPU 41 determines whether the "Big Win Game in Progress" flag, which indicates that a big win game is in progress, is on (step S1507). In the big win game control process shown in Figure 29 below, the "Big Win Game in Progress" flag is set to on in step S2206 when a big win game is started, and to off in step S2252 when a big win game ends.
[0289] If the flag indicating that a jackpot game is in progress is on (step S1507: Yes), that is, if a jackpot game is in progress, the MPU41 proceeds to step S1509. On the other hand, if the flag indicating that a jackpot game is in progress is off (step S1507: No), that is, if a jackpot game is not in progress, the MPU41 proceeds to step S1508.
[0290] <Step S1508> If the flag indicating that a jackpot game is in progress is off (step S1507: No), that is, if a jackpot game is not currently being played, the MPU 41 determines whether the normal symbol variation display time has elapsed since the start of the normal symbol variation display (step S1508). That is, the MPU 41 determines whether it is time to stop the normal symbol that is being varied in the normal symbol display section 361 of the main display section 36 (end of the normal symbol game).
[0291] If the normal symbol variation display time has elapsed (step S1508: Yes), that is, if it is time to stop displaying the normal symbols that are being varied on the normal symbol display unit 361 of the main display unit 36 (end the normal symbol game), the MPU 41 proceeds to step S1509. On the other hand, if the normal symbol variation display time has not elapsed (step S1508: No), that is, if it is not time to stop displaying the normal symbols that are being varied on the normal symbol display unit 361 of the main display unit 36 (end the normal symbol game), the MPU 41 terminates the normal symbol game control process.
[0292] <Steps S1509~S1511> If the "Normal Symbol Fluctuation Display" flag is on (step S1501: Yes) and the "Big Win Game" flag is on (step S1507: Yes), that is, if a big win game is started while a normal symbol game is in progress, or if the normal symbol fluctuation display time for the normal symbols has elapsed (step S1508: Yes), that is, if it is time to stop the normally displayed normal symbols (end the normal symbol game), the MPU41 stops the normal symbols on the symbols corresponding to the result of the normal symbol win lottery for the normal symbol game (step S1509), and sets the "Normal Symbol Fluctuation Display" flag, which indicates that the normal symbols are currently fluctuating (the normal symbol game is in progress), to off (step S1510). Furthermore, the MPU41 sets the "Normal Symbol Fluctuation Stop Display" flag, which indicates that the normal symbols have stopped, that is, that the normal symbol game has ended, to on (step S1511), and ends the normal symbol game control process.
[0293] The regular symbol variation stop display flag is referenced in step S1801 of the regular symbol win game control process shown in Figure 25 below to determine whether or not it is time to start the regular symbol win game (open the electric mechanism 315b).
[0294] Furthermore, in this embodiment, the display of the changing normal symbols stops (the normal symbol game ends) not only when the normal symbol display time has elapsed, but also when a jackpot game starts while a normal symbol game is in progress. In other words, if a jackpot game starts, the normal symbol display stops (the normal symbol game ends).
[0295] [General data setting process] Here, Figure 23 is a flowchart showing an example of the procedure for the general data setting process performed by the MPU 41 in step S1505 of Figure 22. In the general data setting process, the contents of the general data hold storage area 412c in the memory area of the main control unit 4 in Figure 11 are updated. The general data setting process will be described below with reference to Figure 23.
[0296] <Steps S1601~S1603> As shown in Figure 23, in the general diagram data setting process, first the MPU 41 subtracts 1 from the general diagram variation reserve number X stored in the general diagram variation reserve number storage area SNA (step S1601), and moves the general diagram success / failure information from the general diagram first reserve area SE1 to the general diagram execution area SAE (step S1602). Next, the MPU 41 shifts the general diagram success / failure information stored in the general diagram second reserve area SE2 to the general diagram fourth reserve area SE4 one by one (step S1603). Specifically, in step S1603, the general diagram success / failure information from the general diagram second reserve area SE2 is moved to the general diagram first reserve area SE1, the general diagram success / failure information from the general diagram third reserve area SE3 is moved to the general diagram second reserve area SE2, and the general diagram success / failure information from the general diagram fourth reserve area SE4 is moved to the general diagram third reserve area SE3.
[0297] [Start of general chart fluctuation process] Here, Figure 24 is a flowchart showing an example of the procedure for the normal symbol variation start process executed by the MPU 41 in step S1506 of Figure 22. In the normal symbol variation start process, the normal symbol variation display on the normal symbol display unit 361 is started, and various commands and flags are set based on the lottery results in the normal symbol win lottery. The normal symbol variation start process will be explained below with reference to Figure 24.
[0298] <Step S1701> As shown in Figure 24, in the normal game state change start process, the MPU 41 determines whether the high-frequency support mode flag, which indicates that the game is in high-frequency support mode (probability variation game state or time-saving game state), is on (step S1701). The high-frequency support mode flag is set to on in step S2313 of Figure 34 when a jackpot game ends in the game state transition process described later, and is set to off in step S2307 of Figure 33 when the game state transitions from a probability variation game state or time-saving game state to a probability variation jackpot game state or a normal jackpot game state, or in step S2326 of Figure 34 when the game state transitions from a time-saving game state to a normal game state.
[0299] If the high-frequency support mode flag is on (step S1701: Yes), i.e., the game is in a high-frequency support mode, either a probability variation game state or a time-saving game state, the MPU41 proceeds to step S1702. If the high-frequency support mode flag is off (step S1701: No), i.e., the game is in a low-frequency support mode, which is a normal game state, the MPU41 proceeds to step S1703.
[0300] <Steps S1702 and S1703> If the game is in a high-frequency support mode, either a probability variation game state or a time-saving game state (step S1701: Yes), the MPU 41 performs a normal win / loss determination based on the high-frequency support mode (step S1702). Specifically, the MPU 41 performs a win / loss determination based on the high-frequency support mode normal win / loss table (see Figure 12(B)) and the high-frequency support mode normal win type distribution table (see Figure 12(D)) to determine whether the values of the normal win random number counter C4 and the normal win type random number counter C5, which are included as numerical information in the normal win / loss information stored in the normal win execution area SAE of the normal win reserve storage area 412c, correspond to the values of a normal win.
[0301] On the other hand, if the game is in a normal game state which is in low-frequency support mode (step S1701: No), a normal win / loss determination is made based on the low-frequency support mode (step S1703). Specifically, the MPU 41 makes a win / loss determination based on the low-frequency support mode normal win / loss table (see Figure 12(A)) and the low-frequency support mode normal win type distribution table (see Figure 12(C)) to determine whether the normal win random number counter C4 and the normal win type random number counter C5, which are included as numerical information in the normal win / loss information stored in the normal win execution area SAE of the normal win reserve storage area 412c, correspond to a normal win.
[0302] <Steps S1704 and S1705> If the MPU41 has determined whether a regular win is possible (step S1702 or S1703), it determines whether the result of the win / fail determination is a long-open regular win where the second prize slot 315 is opened for a long time (step S1704). If the result of the win / fail determination is a long-open regular win (step S1704: Yes), the MPU41 sets the long-open regular win flag to ON to indicate that the result of the win / fail determination is a long-open regular win (step S1705), and proceeds to step S1708. On the other hand, if the result of the win / fail determination is not a long-open regular win (step S1704: No), the MPU41 proceeds to step S1706.
[0303] <Steps S1706 and S1707> If the result of the win / failure determination is not a long-opening regular-circle win (step S1704: No), the MPU41 determines whether the result of the win / failure determination is a short-opening regular-circle win in which the second prize slot 315 is briefly opened (step S1706). If the result of the win / failure determination is a short-opening regular-circle win (step S1706: Yes), the MPU41 sets the short-opening regular-circle win flag to ON to indicate that the result of the win / failure determination is a short-opening regular-circle win (step S1707), and proceeds to step S1708. On the other hand, if the result of the win / failure determination is not a short-opening regular-circle win (step S1706: No), that is, if the result of the win / failure determination is a miss, the MPU41 proceeds to step S1708.
[0304] <Steps S1708 and S1709> If the long-opening normal symbol win flag is set to ON (step S1705), if the short-opening normal symbol win flag is set to ON (step S1707), or if the result of the win / loss determination is a loss (step S1706: No), the MPU 41 executes a normal symbol variation pattern setting process to set the normal symbol variation pattern, which is the variation display time of the normal symbols on the normal symbol display unit 361 of the main display unit 36 in normal symbol gameplay, by referring to the normal symbol variation display table (not shown). As mentioned above, the normal symbol variation display table (not shown) includes a high-frequency support mode normal symbol variation table that is referenced when the game is in high-frequency support mode, and a low-frequency support mode normal symbol variation display table that is referenced when the game is in low-frequency support mode. Therefore, in this normal symbol variation pattern setting process, the normal symbol variation pattern is set based on the normal symbol variation display table corresponding to the support mode type. Furthermore, the high-frequency support mode's regular symbol variation display table is set to have a shorter average display time for regular symbol variations than the low-frequency support mode's regular symbol variation display table. Therefore, in high-frequency support mode, the time during which regular symbol gameplay is performed is shorter compared to low-frequency support mode.
[0305] Then, in addition to the regular diagram variation pattern set in step S1708, the MPU41 sets a regular diagram variation pattern command to notify the voice lamp control device 5 of the result of the win / fail judgment in step S1702 or S1703 (the result of the regular diagram win lottery) and the type of support mode (whether it is a high-frequency support mode or a low-frequency support mode) (step S1709), and proceeds to step S1710.
[0306] The regular symbol variation pattern command is transmitted to the sound lamp control device 5 during the external output processing in step S1401 of the next main processing (see Figure 21) executed by the MPU 41. In response, the sound lamp control device 5 causes the symbol display unit 341, etc., to execute effects corresponding to the regular symbol game, such as an effect indicating that the regular symbol game is being played or an effect indicating the result of the regular symbol win lottery, based on the regular symbol variation pattern command.
[0307] Furthermore, the regular diagram variation pattern command only needs to be a command that notifies the voice lamp control device 5 of the regular diagram variation pattern, and the result of the regular diagram winning lottery and the type of support mode do not necessarily need to be notified to the voice lamp control device 5 as a regular diagram variation pattern command. For example, the result of the regular diagram winning lottery can be notified to the voice lamp control device 5 by setting a regular diagram winning lottery result command when a win or loss determination is made in step S1702 or S1703, and the type of support mode can be notified to the voice lamp control device 5 by setting a support mode type command that can identify the type of support mode after transitioning to high-frequency support mode or low-frequency support mode.
[0308] <Steps S1710 and S1711> In step S1710, the MPU 41 starts displaying the variation of the regular symbols on the regular symbol display section 361 of the main display section 36 (step S1710). Then, the MPU 41 sets the regular symbol variation display flag to ON, which indicates that the regular symbols are being displayed in a variation state, i.e., that a regular symbol game is being played (step S1711), and ends the regular symbol variation start process.
[0309] The "Normal Symbol Fluctuation Display" flag is referenced in step S1501 of the normal symbol game control process shown in Figure 22 to determine whether the normal symbol game is currently running (normal symbol fluctuation display is active).
[0310] [General game control processing for winning a prize] Here, Figure 25 is a flowchart showing an example of the procedure for the normal win game control process performed in step S1405 of the main process in Figure 21. In the normal win game control process, if the result of the normal win lottery is a win, a process is performed to switch between an allow state, which permits the entry of game balls into the second prize pocket 315, and a restrict state, which restricts it, by controlling the opening and closing of the electric mechanism 315b. The normal win game control process will be explained below with reference to Figure 25.
[0311] <Step S1801> As shown in Figure 25, in the normal symbol win game control process, the MPU 41 first determines whether the normal symbol variation stop display flag, which indicates that the normal symbol has stopped being displayed (the normal symbol game has ended), is on (step S1801). In other words, the MPU 41 determines whether it is the right timing to start a normal symbol win game. The normal symbol variation stop display flag is set to on in step S1511 when the normal symbol stops being displayed in the normal symbol game control process shown in Figure 22.
[0312] If the normal symbol variation stop display flag is on (step S1801: Yes), that is, if it is the right time to start a normal symbol win game, the MPU41 proceeds to step S1802. On the other hand, if the normal symbol variation stop display flag is off (step S1801: No), that is, if it is not the right time to start a normal symbol win game, the MPU41 proceeds to step S1813.
[0313] <Step S1802> If the "Normal Symbol Change Stop" display flag is on (step S1801: Yes), that is, if it is the timing when a normal symbol win game can be started, the MPU 41 determines whether the "Big Win Game in Progress" flag, which indicates that a big win game is in progress, is on (step S1802). In the big win game control process shown in Figure 29 below, the "Big Win Game in Progress" flag is set to on in step S2206 when a big win game is started, and to off in step S2252 when a big win game ends.
[0314] If the flag indicating a jackpot game is on (step S1802: Yes), that is, if a jackpot game is in progress, the MPU41 terminates the normal winning game control process. In other words, in this embodiment, if the process is forcibly terminated by the start of a jackpot game, the normal winning game will not start even if the result of the normal winning lottery for that normal winning game is a normal winning game. In other words, in this embodiment, a normal winning game will not start while a jackpot game is in progress. Of course, a new normal winning game may be started while a jackpot game is in progress.
[0315] On the other hand, if the flag indicating that a jackpot game is in progress is off (step S1802: No), that is, if a jackpot game is not currently being played, the MPU41 proceeds to step S1803.
[0316] <Step S1803> If the flag indicating a jackpot game is off (step S1802: No), that is, if a jackpot game is not currently in progress, the MPU41 determines whether the flag indicating a long-opening regular win is set to on (step S1803). The flag indicating a long-opening regular win is a flag that indicates the result of the regular win lottery is a long-opening regular win, and is set to on in step S1705 of the regular win variation start process in Figure 24 when the result of the regular win lottery is a long-opening regular win. In other words, the MPU41 determines whether the result of the regular win lottery for a completed regular win game is a long-opening regular win. If the flag indicating a long-opening regular win is set to on (step S1803: Yes), the MPU41 proceeds to step S1804, and if the flag indicating a long-opening regular win is set to off (step S1803: No), the MPU41 proceeds to step S1806.
[0317] <Steps S1804 and S1805> If the long-opening regular ball win flag is set to ON (step S1803: Yes), that is, if the result of the regular ball win lottery for the completed regular ball game is a long-opening regular ball win, the MPU 41 sets the value of the opening time counter to a value corresponding to 6 seconds, which is the opening time of the electric mechanism 315b in the long-opening regular ball win game (the time during which game balls can enter the second prize pocket 315) (step S1804). The opening time counter is referenced in step S1815 of the regular ball win game control process to determine the timing of the return of the electric mechanism 315b. Then, the MPU 41 sets the long-opening regular ball win flag to OFF (step S1805) and proceeds to step S1809.
[0318] <Step S1806> If the long-opening regular symbol win flag is set to off (step S1803: No), that is, if the result of the regular symbol win lottery for the completed regular symbol game is not a long-opening regular symbol win, the MPU 41 determines whether or not the short-opening regular symbol win flag is set to on (step S1806). The short-opening regular symbol win flag is a flag that indicates the result of the regular symbol win lottery is a short-opening regular symbol win, and is set to on in step S1707 of the regular symbol variation start process in Figure 24 when the result of the regular symbol win lottery is a short-opening regular symbol win. In other words, the MPU 41 determines whether or not the result of the regular symbol win lottery for the completed regular symbol game is a short-opening regular symbol win. If the short-open regular symbol win flag is set to ON (step S1806: Yes), the MPU41 proceeds to step S1807. If the short-open regular symbol win flag is set to OFF (step S1806: No), that is, if the result of the regular symbol win lottery for the completed regular symbol game is a loss, the MPU41 proceeds to step S1812.
[0319] <Steps S1807 and S1808> If the short-opening regular-number win flag is set to ON (step S1806: Yes), that is, if the result of the regular-number win lottery for the completed regular-number game is a short-opening regular-number win, the MPU 41 sets the value of the opening time counter to a value corresponding to 0.1 seconds, which is the opening time of the electric mechanism 315b in a short-opening regular-number win game (the time during which game balls can enter the second prize pocket 315) (step S1807). Then, the MPU 41 sets the short-opening regular-number win flag to OFF (step S1808) and proceeds to step S1809.
[0320] <Steps S1809~S1811> If the result of the regular prize draw is a win, and the flag indicating the type of regular prize (long-open regular prize flag or short-open regular prize flag) is set to OFF (step S1805 or S1808), the MPU 41 activates the electric mechanism 315b (step S1809). This opens the second prize slot 315, allowing game balls to enter the second prize slot 315. The MPU 41 then sets an electric mechanism open command to notify the sound lamp control device 5 that the electric mechanism 315b is open (step S1810), sets an electric mechanism open flag to ON to indicate that the electric mechanism 315b is open (step S1811), and proceeds to step S1812.
[0321] The electric mechanism release command is transmitted to the sound lamp control device 5 during the external output processing in step S1401 of the next main processing (see Figure 21) executed by the MPU 41. Based on this, the sound lamp control device 5 can start an effect to indicate, for example, to the symbol display unit 341, that the electric mechanism 315b is open, based on the electric mechanism release command.
[0322] <Step S1812> If the result of the regular symbol win lottery is a win, and the process of opening the electric mechanism 315b is executed (steps S1803 to S1811), or if both the long-open regular symbol win flag and the short-open regular symbol win flag are set to off (the result of the regular symbol win lottery is a loss) (both steps S1803 and S1806 are No), the MPU 41 sets the regular symbol variation stop display flag, which indicates that the regular symbol has stopped displaying (the regular symbol game has ended), to off (step S1812), and terminates the regular symbol win game control process.
[0323] <Step S1813> If the "Normal Symbol Fluctuation Stop" display flag is off (step S1801: No), the MPU41 determines whether the "Electric Mechanism Open" flag, which is set to turn on when the electric mechanism 315b is opened in step S1811 of the normal symbol winning game control process, is set to on (step S1813). In other words, the MPU41 determines whether a normal symbol winning game is in progress. If the "Electric Mechanism Open" flag is set to on (step S1813: Yes), i.e., a normal symbol winning game is in progress, the MPU41 proceeds to step S1814. On the other hand, if the "Electric Mechanism Open" flag is set to off (step S1813: No), i.e., a normal symbol winning game is not in progress, the MPU41 terminates the normal symbol winning game control process.
[0324] <Steps S1814 and S1815> If the "electric mechanism open" flag is set to ON (step S1813: Yes), that is, if a regular winning game is in progress, the MPU 41 subtracts 1 from the value of the opening time counter set in step S1804 or S1807 of the regular winning game control process (step S1814), and determines whether the value of the opening time counter after the subtraction is 0 or not (step S1815). In other words, the MPU 41 determines whether it is time to reset the electric mechanism 315b. If the value of the opening time counter after the subtraction is 0 (step S1815: Yes), that is, if it is time to reset the electric mechanism 315b, the MPU 41 proceeds to step S1816. On the other hand, if the value of the opening time counter after the subtraction is not 0 (step S1815: No), that is, if it is not time to reset the electric mechanism 315b, the MPU 41 terminates the regular winning game control process.
[0325] <Steps S1816~S1818> If the value of the open time counter after subtraction is 0 (step S1815: Yes), that is, if it is time to reset the electric mechanism 315b, the MPU 41 resets the electric mechanism 315b (step S1816). This closes the second prize slot 315, restricting the entry of game balls into the second prize slot 315. The MPU 41 then sets an electric mechanism close command to notify the sound lamp control device 5 that the electric mechanism 315b has been closed (step S1817), and sets the electric mechanism open flag to off, indicating that the electric mechanism 315b is open (step S1818), and terminates the normal winning game control process.
[0326] The electric mechanism closing command is transmitted to the sound lamp control device 5 during the external output processing in step S1401 of the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can terminate the effect indicating that the electric mechanism is open, for example, in the symbol display unit 341, based on the electric mechanism closing command.
[0327] [Special Game Control Processing] Here, Figure 26 is a flowchart showing an example of the procedure for the special symbol game control process executed in step S1406 of the main process in Figure 21. In the special symbol game control process, the contents of the special symbol hold storage area 412b set in the RAM 412 of the main control device 4 are updated, and the progress of the first special symbol game or the second special symbol game is controlled, for example, the display of the first special symbol in the first special symbol display unit 362 or the second special symbol in the second special symbol display unit 363 is controlled. The special symbol game control process will be described below with reference to Figure 26.
[0328] <Step S1901> As shown in Figure 26, in step S1901, the MPU 41 determines whether the "Big Win Game in Progress" flag, which indicates that a big win game is in progress, is on. In the big win game control process shown later in Figure 29, the "Big Win Game in Progress" flag is set to on in step S2206 when a big win game is started, and to off in step S2252 when a big win game is finished.
[0329] If the flag indicating a jackpot game is on (step S1901: Yes), that is, if a jackpot game is in progress, the MPU41 terminates the special symbol game control process. In other words, in this embodiment, the special symbol game is not started when a jackpot game is in progress. Of course, the special symbol game may be started while a jackpot game is in progress.
[0330] On the other hand, if the flag indicating that a jackpot game is in progress is off (step S1901: No), that is, if a jackpot game is not currently being played, the MPU41 proceeds to step S1902.
[0331] <Step S1902> If the "Big Win Game in Progress" flag is off (step S1901: No), that is, if a big win game is not in progress, the MPU41 determines whether the "Special Symbol Variation Display in Progress" flag, which indicates that the first or second special symbol is being displayed in a variation (the first or second special symbol game is in progress), is on (step S1902). The "Special Symbol Variation Display in Progress" flag is set to on in step S2107 when the variation display of the first or second special symbol starts in the special symbol variation start process shown in Figure 28 below, and is set to off in step S1909 when the first or second special symbol is displayed in a stopped state in the said special symbol game control process.
[0332] If the "Special Symbol Variation Display" flag is on (step S1902: Yes), that is, if the special symbol is being displayed in a variation (special symbol game is being played), the MPU41 proceeds to step S1906. On the other hand, if the "Special Symbol Variation Display" flag is off (step S1902: No), that is, if the special symbol is not being displayed in a variation (special symbol game is being played) when a jackpot game is not being played, the MPU41 proceeds to step S1903.
[0333] <Step S1903> If the flag indicating that the special symbol is changing is off (step S1902: No), that is, if the special symbol is not changing when a jackpot game is not in progress (special symbol game is not in progress), the MPU 41 determines whether both the first special symbol reserve count N stored in the first special symbol reserve count storage area NAA of the special symbol reserve storage area 412b and the second special symbol reserve count M stored in the second special symbol reserve count storage area NAB are 0 (step S1903).
[0334] If both the number of reserved special symbols N and the number of reserved special symbols M are 0 (step S1903: Yes), that is, if there is no reservation of the right to execute the first special symbol game and no reservation of the right to execute the second special symbol game, the MPU41 terminates the special symbol game control process. On the other hand, if either the number of reserved special symbols N or the number of reserved special symbols M is not 0 (step S1903: No), that is, if there is a reservation of the right to execute the first special symbol game and no reservation of the right to execute the second special symbol game, the MPU41 proceeds to step S1904.
[0335] <Step S1904> If either the first special symbol reserve number N or the second special symbol reserve number M is not 0 (step S1903: No), that is, if there is a reserve for the right to execute the first special symbol game and a reserve for the right to execute the second special symbol game, the MPU 41 executes a special symbol data setting process related to the special symbol win / loss information data (special symbol data) stored in the special symbol reserve storage area 412b (step S1904), and proceeds to step S1905. Details of the special symbol data setting process will be described later with reference to Figure 27.
[0336] <Step S1905> In step S1905, the MPU 41 executes a special symbol variation start process to begin the variation display of the first special symbol in the first special symbol display unit 362 or the second special symbol in the second special symbol display unit 363 (executing the first special symbol game or the second special symbol game), and then terminates the special symbol game control process. Details of the special symbol variation start process will be described later with reference to Figure 28.
[0337] <Step S1906> If the "Special Symbol Variation Display" flag is on (step S1902: Yes), that is, if the first special symbol or the second special symbol is in the process of displaying a variation (special symbol game is in progress), the MPU 41 determines whether the special symbol variation display time for the first special symbol or the second special symbol, which is set in the special symbol variation pattern setting process in step S2104 of the special symbol variation start process shown in Figure 28 below, has elapsed since the start of the variation display of the first special symbol or the second special symbol game (step S1906). In other words, the MPU 41 determines whether it is time to stop the special symbol that is currently being displayed in variation and end the special symbol game.
[0338] If the special symbol variation display time has elapsed since the start of the variation display of the first or second special symbol (step S1906: Yes), that is, if it is time to stop the variation display of the special symbol and end the special symbol game, the process proceeds to step S1907. On the other hand, if the variation display time has not elapsed since the start of the variation display of the first or second special symbol (step S1906: No), that is, if it is not time to stop the variation display of the special symbol and end the special symbol game, the MPU 41 terminates the special symbol game control process.
[0339] <Steps S1907~S1909> When the display time for the first or second special symbol has elapsed since the start of the display of the first or second special symbol's variation (step S1906: Yes), that is, when it is time to stop the special symbol display and end the special symbol game, the MPU 41 stops the special symbol in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 in a manner corresponding to the result of the jackpot lottery corresponding to the special symbol game (step S1907). The MPU 41 then sets the special symbol variation stop flag to ON, indicating that the first or second special symbol has stopped (step S1908), and sets the special symbol variation display in progress flag to OFF, indicating that the first or second special symbol is currently displaying variation (the special symbol game is in progress) (step S1909), and ends the special symbol game control process.
[0340] [Special drawing data setting process] Here, Figure 27 is a flowchart showing an example of the procedure for setting special feature data, which is performed by the MPU 41 in step S1904 of Figure 26. In the special feature data setting process, the contents of the special feature hold storage area 412b, which is set in the RAM 412 of the main control unit 4, are updated. The special feature data setting process will be explained below with reference to Figure 27.
[0341] <Step S2001> As shown in Figure 27, in step S2001, the MPU41 determines whether the number of reserved symbols M for the second special symbol game is 0. If the number of reserved symbols M for the second special symbol game is 0 (step S2001: Yes), that is, there are no reserved symbols for the second special symbol game and there are reserved symbols for the first special symbol game (see step S1903 in the special symbol game control process in Figure 26), the MPU41 proceeds to step S2002. On the other hand, if the number of reserved symbols M for the second special symbol game is not 0 (step S2001: No), that is, there are reserved symbols for the second special symbol game, the MPU41 proceeds to step S2005. In other words, by determining whether the number of reserved symbols M for the second special symbol game is 0, the MPU41 prioritizes starting the second special symbol game over the first special symbol game.
[0342] In this embodiment, the second special symbol game is started with priority over the first special symbol game. However, the first special symbol game may be started with priority over the second special symbol game. Alternatively, the special symbol games may be started in the order in which the game balls enter the first prize slot 314 or the second prize slot 315 (reservation order), so that either the first or second special symbol game is executed. Furthermore, there may be no priority given to the start of the first and second special symbol games, and the first and second special symbol games may be executed independently of each other, or they may be executed simultaneously (so-called simultaneous variation of special symbols).
[0343] <Step S2002~S2004> If the number of reserved special symbols M is 0 (Step S2001: Yes), the MPU 41 subtracts 1 from the number of reserved special symbols N stored in the number of reserved special symbols memory area NAA of the number of reserved special symbols storage area REA of the number of reserved special symbols (Step S2002), and moves the special symbol success / failure information from the first reserved area REA1 of the number of reserved special symbols storage area REA to the special symbol execution area AE (Step S2003). Subsequently, the MPU 41 shifts the special symbol success / failure information from the second reserved area REA2 to the fourth reserved area REA4 of the number of reserved special symbols storage area REA one by one (Step S2004). Specifically, in Step S2004, the special symbol success / failure information from the second reserved area REA2 of the number of reserved special symbols storage area REA is moved to the first reserved area REA1, the special symbol success / failure information from the third reserved area REA3 is moved to the second reserved area REA2, and the special symbol success / failure information from the fourth reserved area REA4 is moved to the third reserved area REA3. If the MPU41 has finished processing in step S2004, it proceeds to step S2008.
[0344] <Step S2005~S2007> If the number of reserved special symbols M is not 0 (step S2001: No), the MPU 41 deducts 1 from the number of reserved special symbols M stored in the number of reserved special symbols memory area NAB of the number of reserved special symbols storage area REB (step S2005), and moves the special symbol success / failure information from the first reserve area REB1 of the number of reserved special symbols storage area REB to the special symbol execution area AE (step S2006). Subsequently, the MPU 41 shifts the special symbol success / failure information from the second reserve area REB2 to the fourth reserve area REB4 of the number of reserved special symbols storage area REB one by one (step S2007). Specifically, in step S2007, the special symbol success / failure information from the second reserve area REB2 is moved to the first reserve area REB1, the special symbol success / failure information from the third reserve area REB3 is moved to the second reserve area REB2, and the special symbol success / failure information from the fourth reserve area REB4 is moved to the third reserve area REB3. If the MPU41 has finished processing in step S2007, it proceeds to step S2008.
[0345] <Step S2008> In step S2008, the MPU 41 sets a special symbol shift command in the RAM 412 indicating that the special symbol win / loss information for the first special symbol hold storage area REA1 to the fourth hold storage area REA4 of the first special symbol hold storage area REA, or the first hold storage area REB1 to the fourth hold storage area REB4 of the second special symbol hold storage area REB, has shifted, and terminates the special symbol data setting process. This special symbol shift command is transmitted to the sound lamp control device 5 in the external output processing of step S1401 of the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can change the number of hold displays corresponding to the first special symbol hold and the second special symbol hold displayed on the symbol display unit 341 based on the special symbol shift command.
[0346] [Special Feature Fluctuation Start Processing] Here, Figure 28 is a flowchart showing an example of the procedure for the special symbol variation start process executed by the MPU 41 in step S1905 of Figure 26. In the special symbol variation start process, the first special game or the second special symbol game (special symbol game) is started when the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363 starts to change, and various processes associated with the start of the special symbol game are executed. The special symbol variation start process will be explained below with reference to Figure 28.
[0347] <Step S2101> As shown in Figure 28, in step S2101, the MPU 41 determines whether the game state is a probability variation game state, which is a high probability mode. Whether or not it is a high probability mode is determined by whether or not the probability variation game state flag, which indicates that the game state is a probability variation game state, is set to ON. The probability variation game state flag is set to ON in the game state transition process described later, in step S2317 in Figure 34 when the game state transitions from a probability variation jackpot game state to a probability variation game state, and is set to OFF in step S2309 in Figure 33 when the game state transitions from a probability variation game state to a probability variation jackpot game state or a normal jackpot game state.
[0348] If the game state is a high-probability mode (probability variation game state) (step S2101: Yes), the MPU41 proceeds to step S2102. If the game state is not a high-probability mode (probability variation game state) (step S2101: No), that is, if the game state is a low-probability mode (time-saving game state) or a normal game state, the MPU41 proceeds to step S2103.
[0349] <Steps S2102 and S2103> If the game state is a high-probability mode (step S2101: Yes), the MPU41 reads the high-probability mode win / fail table (see Figure 9(B)) which is saved according to the game setting value in step S2410 of the game setting value change process shown in Figure 35 below, and performs a win / fail judgment based on that high-probability mode win / fail table (step S2102).
[0350] On the other hand, if the game state is not a high-probability mode (no bonus game state) (step S2101: No), that is, if the game state is a low-probability mode (short-time game state) or a normal game state, the MPU41 reads the low-probability mode win / fail table (see Figure 9(A)) stored according to the game setting value in step S2410 of the game setting value change process shown in Figure 35 below, and performs a win / fail judgment based on that low-probability mode win / fail table (step S2103).
[0351] In steps S2102 and S2103, the win / loss determination is performed based on the high probability mode win / loss table or low probability mode win / loss table that is saved in step S2410 of the game setting value change process shown in Figure 35 below, according to the game setting value. However, in steps S2102 and S2103, the game setting value saved in step S2408 of the game setting value change process shown in Figure 35 below may be read, and the win / loss determination may be performed by selecting the high probability mode win / loss table or low probability mode win / loss table corresponding to that game setting value one by one.
[0352] <Step S2104> If a win / loss determination is made in step S2102 or S2103, the MPU 41 sets the display time of the first special symbol or the second special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display unit 36 in the special symbol game as a special symbol variation pattern (step S2104).
[0353] The display time for the variation of the first or second special symbol (special symbol variation pattern) is set based on the special symbol variation type counter CS1 and the normal jackpot variation table (see Figure 10(A)) if the result of the win / failure determination in step S2102 or S2103 is a normal jackpot; if the result of the win / failure determination in step S2102 or S2103 is a probability variation jackpot, it is set based on the special symbol variation type counter CS1 and the probability variation jackpot variation table (see Figure 10(B)); and if the result of the win / failure determination in step S2102 or S2103 is a loss, it is set based on the special symbol variation type counter CS1 and the loss variation table (see Figure 10(C)).
[0354] <Step S2105> In step S2105, the MPU 41 sets a special symbol variation pattern command in the RAM 412, which includes the result of the jackpot lottery for the special symbol game, which is the result of the win / loss determination in step S2102 or S2103, and the special symbol variation pattern set in step S2104, and then proceeds to step S2106. The special symbol variation pattern command is transmitted to the sound lamp control device 5 in step S1401 of the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can execute the special symbol game effects on the symbol display unit 341, etc., based on the special symbol variation pattern command.
[0355] As mentioned above, if the result of the jackpot lottery is a "regular jackpot", the MPU41 sets one of the special symbol variation patterns "A01" to "A03", which are special symbol variation patterns "01" to "03" with an "A" added to indicate that it is a 5R regular jackpot, as the special symbol variation pattern command in RAM412. Furthermore, if the result of the jackpot lottery is a "5R probability variation jackpot", the MPU41 sets one of the special symbol variation patterns "B01" to "B03", which are special symbol variation patterns "01" to "03" with a "B" added to indicate that it is a 5R probability variation jackpot, as the special symbol variation pattern command in RAM412. In addition, if the result of the jackpot lottery is a "16R probability variation jackpot", the MPU41 sets one of the special symbol variation patterns "C01" to "C03", which are special symbol variation patterns "01" to "03" with a "C" added to indicate that it is a 16R probability variation jackpot, as the special symbol variation pattern command in RAM412. Furthermore, if the result of the jackpot lottery is a "miss," the MPU41 sets one of the special symbol variation patterns "D01" to "D08," which is a special symbol variation pattern "01" to "08" with a "D" added to indicate that it is a miss, as the special symbol variation pattern command in RAM412. In addition, if the result of the jackpot lottery is a "miss," the MPU41 includes information indicating the type of miss (previous and next miss reach, reach other than previous and next miss, complete miss) in the special symbol variation pattern command.
[0356] <Step S2106> In step S2106, the MPU 41 starts the special symbol game by initiating the display of the special symbols in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36, and then proceeds to step S2107.
[0357] Furthermore, when the MPU41 starts displaying the special symbols, it adds 1 to the "cumulative number of jackpot draws" stored in the game information storage area 412d set in the RAM412. In addition, if the result of the win / loss judgment based on the low probability mode win / loss table in step S2103 is a loss, the MPU41 adds 1 to the "number of consecutive losses" stored in the game information storage area 412d, and if the win / loss result is a jackpot, it clears the "number of consecutive losses" to 0.
[0358] <Step S2107> In step S2107, the MPU 41 sets the "Special Symbol Variation Display" flag to ON, indicating that the special symbol is being displayed in a variable state (the special symbol game is in progress), and proceeds to step S2108. The "Special Symbol Variation Display" flag is referenced in step S1902 of the special symbol game control process in Figure 26 to determine whether the special symbol is being displayed in a variable state (the special symbol game is in progress) in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36.
[0359] <Step S2108> In step S2108, the MPU 41 sets the special symbol variation stop flag, which indicates that the special symbol variation has stopped (the special symbol game has ended), to off, and proceeds to step S2109. The special symbol variation stop flag is set to on in step S1908 of the special symbol game control process in Figure 26 when the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 is displayed as stopped, and is referenced in step S2202 of the jackpot game control process in Figure 29, described later, to determine whether it is the right timing to start a jackpot game.
[0360] <Step S2109> In step S2109, the MPU41 determines whether the time-saving game state flag, which indicates that the game is in a time-saving game state (low probability mode and high frequency support mode), is on. The time-saving game state flag is set to on in the game state transition process described later, in step S2321 in Figure 34 when a normal jackpot game ends, and is set to off in step S2310 in Figure 33 or step S2325 in Figure 34 when the game state transitions from the time-saving game state to the jackpot game state or the normal game state.
[0361] If the time-saving game state flag is on (step S2109: Yes), i.e., the time-saving game state is active, MPU41 proceeds to step S2110. On the other hand, if the time-saving game state flag is off (step S2109: Yes), i.e., the time-saving game state is not active, MPU41 terminates the special symbol variation start process.
[0362] <Step S2110> If the time-saving game state flag is on (step S2109: Yes), that is, if the time-saving game state is active, the MPU 41 subtracts 1 from the time-saving count counter, which indicates the remaining number of special symbol games that can be played in the time-saving game state (step S2110), and terminates the special symbol variation start process. The time-saving count counter is set in step S2320 of the game state transition process shown in Figure 34 below, when the game state transitions from the jackpot game state to the time-saving game state.
[0363] In this embodiment, the time-saving counter is set when the game state transitions from a jackpot game state to a time-saving game state. However, the time-saving counter may also be set when the game state transitions from a jackpot game state to a probability variation game state. That is, by setting the maximum number of special symbol games performed in the probability variation game state to a finite number of times, the game machine 10 can be configured as a so-called ST machine.
[0364] Furthermore, the gaming machine 10 can be configured to transition to the normal game state without transitioning from the jackpot game state to the time-saving game state when the normal jackpot game, which is executed based on the result of the jackpot lottery being a normal jackpot, comes to an end. In this case, the time-saving counter is not set after the normal jackpot game ends.
[0365] [Big Win Game Control Processing] Here, Figures 29 to 32 are flowcharts illustrating an example of the procedure for the jackpot game control process executed in step S1407 of the main process in Figure 21. The jackpot game control process executes processes that control the progress of the jackpot game, such as controlling the opening and closing of the opening / closing door 319 provided in the variable prize entry opening 316. The jackpot game control process will be explained below with reference to Figures 29 to 32.
[0366] <Step S2201> As shown in Figure 29, in step S2201, the MPU 41 determines whether the "Big Win Game in Progress" flag, which indicates that a big win game is in progress, is on. The "Big Win Game in Progress" flag is set to on in step S2206 of the big win game control process when a big win game is started, and is set to off in step S2252 of the big win game control process when a big win game is ended.
[0367] If the flag indicating that a jackpot game is in progress is on (step S2201: Yes), that is, if a jackpot game is in progress, the MPU41 proceeds to step S2211. On the other hand, if the flag indicating that a jackpot game is in progress is off (step S2201: No), that is, if a jackpot game is not in progress, the MPU41 proceeds to step S2202.
[0368] <Step S2202> If the "In-Game Jackpot" flag is off (step S2201: No), that is, if a jackpot game is not currently in progress, the MPU 41 determines whether the "Special Symbol Variation Stop" flag, which indicates that a special symbol has stopped being displayed, is on. The Special Symbol Variation Stop flag is set to on in step S1908 of the Special Symbol Game Control Processing in Figure 26 when a special symbol stops being displayed, and is set to off in step S2108 of the Special Symbol Variation Start Processing in Figure 28 when the variation display of the special symbol begins. In other words, the MPU 41 determines whether it is the right timing to start a jackpot game by determining whether a special symbol game that was started when a jackpot game was not currently in progress has ended.
[0369] If the special symbol variation stop flag is on (step S2202: Yes), that is, if the special symbol has stopped and is displayed, the MPU41 proceeds to step S2203. On the other hand, if the special symbol variation stop flag is off (step S2202: No), that is, if the special symbol is still changing and is not displayed, the MPU41 terminates the jackpot game control process.
[0370] In this embodiment, the jackpot game is not started (executed) when the special symbols are being displayed in a variable state (while the special symbol game is being played). However, it is also possible to start (execute) the jackpot game while the special symbols are being displayed in a variable state (while the special symbol game is being played). For example, the jackpot game may be started (executed) while the first special symbol is being displayed in a variable state, and conversely, the jackpot game may be started (executed) while the second special symbol is being displayed in a variable state. Specifically, as described above, by making it possible to change to simultaneous variation of the first and second special symbols, the second special symbol game may be executed while the jackpot game for the first special symbol game is being played, and the first special symbol game may be executed while the jackpot game for the second special symbol game is being played. Furthermore, the jackpot game for the first special symbol game and the jackpot game for the second special symbol game may be executed simultaneously, or if the conditions for starting the other jackpot game are met while one of the jackpot games is being executed, the other jackpot game may be started after the first jackpot game has finished.
[0371] <Step S2203> If the special symbol variation stop flag is on (step S2202: Yes), that is, if a special symbol is displayed in a stopped state, the MPU 41 determines whether the result of the jackpot lottery for the special symbol game in which the special symbol was displayed in a stopped state is a jackpot. Whether the result of the jackpot lottery for the special symbol game in which the special symbol was displayed in a stopped state is a jackpot is determined, for example, based on the special symbol win / loss information for the jackpot lottery stored in the special symbol execution area AE of the special symbol hold storage area 412b set in RAM 412.
[0372] If the MPU41 determines that the result of the jackpot lottery for the special symbol game in which the special symbol has stopped and displayed is a jackpot (step S2203: Yes), it proceeds to step S2204. On the other hand, if the result of the jackpot lottery for the special symbol game in which the special symbol has stopped and displayed is not a jackpot (step S2203: No), that is, if the result of the jackpot lottery is a loss, the MPU41 terminates the jackpot game control process.
[0373] <Step S2204> If the result of the jackpot lottery for the special symbol game in which the special symbol is stopped and displayed is a jackpot (step S2203: Yes), the MPU 41 sets a jackpot game start command to notify the voice lamp control device 5 to start the jackpot game and the type of jackpot game (probability variation jackpot game or normal jackpot game) (step S2204), and proceeds to step S2205. The jackpot game start command is transmitted to the voice lamp control device 5 in the external output processing of step S1401 of the next main processing (see Figure 21) executed by the MPU 41. As a result, the voice lamp control device 5 can execute a jackpot game performance according to the type of jackpot game based on the jackpot game start command.
[0374] <Step S2205> In step S2205, the MPU41 sets the jackpot game start flag to ON, indicating the start of a jackpot game, and proceeds to step S2206. The jackpot game start flag is referenced in step S2301 of the game state transition process shown in Figure 33 below, when determining whether to transition the game state to a probability variation jackpot game state or a normal jackpot game state.
[0375] <Step S2206> In step S2206, the MPU41 sets the "In-Bonus Game" flag to ON, indicating that a jackpot game is in progress, and proceeds to step S2207. The "In-Bonus Game" flag is referenced in step S2201 of the jackpot game control process, as well as in step S1503 of the regular game control process in Figure 22 and step S1901 of the special game control process in Figure 26, in order to determine whether or not a jackpot game is in progress.
[0376] <Step S2207> In step S2207, the MPU41 sets a round counter indicating the remaining number of rounds to be played in the open / close execution mode, and then proceeds to step S2208. Specifically, the MPU41 sets the round counter to "5" if the result of the jackpot lottery is a 5R probability variation jackpot or a 5R normal jackpot, and sets the round counter to "16" if the result of the jackpot lottery is a 16R probability variation jackpot.
[0377] <Step S2208> In step S2208, the MPU 41 sets an opening start command to notify the sound lamp control device 5 that the opening of the jackpot game is about to begin, and then proceeds to step S2209. The opening start command is sent to the sound lamp control device 5 in the external output processing of step S1401 in the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can start the opening effect on the symbol display unit 341, etc., based on the opening start command.
[0378] <Step S2209> In step S2209, the MPU41 sets an opening time counter indicating the remaining time for the opening, and proceeds to step S2210. The opening time counter is referenced in step S2213 of Figure 30 of the jackpot game control process to determine whether or not it is time to end the opening.
[0379] <Step S2210> In step S2210, the MPU41 sets the "Opening" flag to ON, indicating that the opening is in progress, and terminates the jackpot game control process. The "Opening" flag is referenced in step S2211 of the jackpot game control process to determine whether or not the opening is in progress.
[0380] <Step S2211> If the flag indicating that a jackpot game is in progress is on (step S2201: Yes), that is, if a jackpot game is in progress, the MPU41 determines whether the flag indicating that the opening is in progress is on (step S2211).
[0381] If the opening flag is on (step S2211: Yes), i.e., the opening is in progress, the MPU41 proceeds to step S2212 in Figure 30. On the other hand, if the opening flag is off (step S2211: No), i.e., the opening is not in progress, the MPU41 proceeds to step S2222.
[0382] <Steps S2212 and S2213> If the opening flag is on (step S2211: Yes), i.e., if opening is in progress, as shown in Figure 30, the MPU 41 subtracts 1 from the value of the opening time counter, which indicates the remaining time of opening (step S2212), and determines whether the value of the opening time counter after the subtraction is 0 or not (step S2213). In other words, the MPU 41 determines whether it is time to finish opening.
[0383] If the value of the opening time counter after subtraction is 0 (step S2213: Yes), i.e., it is time to end the opening, MPU41 proceeds to step S2214. On the other hand, if the value of the opening time counter after subtraction is not 0 (step S2213: No), i.e., it is not time to end the opening, MPU41 terminates the jackpot game control process.
[0384] <Steps S2214 and S2215> If the value of the opening time counter after subtraction is 0 (step S2213: Yes), that is, if it is time to end the opening, the MPU 41 sets an opening end command to notify the sound lamp control device 5 that the opening of the jackpot game has ended (step S2214). The opening end command is sent to the sound lamp control device 5 in the external output processing of step S1401 in the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can terminate the opening effects executed in the symbol display unit 341, etc., based on the opening end command.
[0385] Then, MPU41 sets the opening flag, which indicates that the opening is in progress, to off (step S2215), and proceeds to step S2216.
[0386] <Step S2216> In step S2216, the MPU 41 sets an open / close execution mode start command to notify the sound lamp control device 5 that an open / close execution mode in which multiple rounds of gameplay (5 or 16 rounds) are to be started, and then proceeds to step S2217. The open / close execution mode start command is transmitted to the sound lamp control device 5 in the external output processing of step S1401 in the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can start the open / close execution mode effect to be executed in the symbol display unit 341, etc., based on the open / close execution mode start command.
[0387] <Step S2217> In step S2217, the MPU 41 sets a round game start command to notify the sound lamp control device 5 that a round game is about to begin, and then proceeds to step S2218. The round game start command is transmitted to the sound lamp control device 5 in the external output processing of step S1401 in the next main processing (see Figure 21) executed by the MPU 41. As a result, the sound lamp control device 5 can start round game effects corresponding to each round game, including displaying the number of rounds on the symbol display unit 341, etc., based on the round game start command.
[0388] In this embodiment, round game effects are executed individually for each round game. However, the round game effects may consist of a single sequence of effects executed in the open / close execution mode, displaying the number of rounds for each round game. In this case, interval effects do not need to be executed between round games, or an effect displaying the number of rounds for the next round game to be executed may be executed as an interval effect.
[0389] <Steps S2218 and S2219> In step S2218, the MPU 41 deducts 1 from the round counter, which indicates the remaining number of rounds to be played in the opening / closing execution mode, and then opens the variable prize slot 316 ...
Claims
[Claim 1] A means for determining whether or not predetermined lottery conditions have been met determines that the predetermined lottery conditions have been met, and based on this determination, a means for determining whether or not predetermined lottery conditions have been met, and a means for determining whether or not predetermined lottery conditions have been met, and A specific game execution means that, if the result of the aforementioned draw is a specific result, executes a specific variable display and displays a specific variable display result, and then executes a specific game state, A gaming machine comprising a means for executing a performance that performs a variation performance using multiple performance elements during at least the specific variation display, The aforementioned performance execution means is The output amount can be controlled by the aforementioned performance execution means, and the system includes an information output means capable of outputting specific information to a predetermined connected target at a predetermined output amount. The aforementioned specific information is configured to include at least audio data. This gaming machine is The system is configured to display target information corresponding to a predetermined detection target in the aforementioned performance execution means, and corresponding information corresponding to the input of request information to the aforementioned performance execution means, on a predetermined display means. When the input of predetermined request information to the performance execution means is detected, the system is configured to store information that can identify the detected target, which is the predetermined detection target. After the information has been stored, the output amount can be switched so that a specific state is executed in which the specific information is output at an output amount less than the output amount at the time the input of the predetermined request information is detected. After the specified state is performed, the system is configured to allow input of predetermined information from the predetermined detection target corresponding to the information connected to the performance execution means, This gaming machine is A gaming machine characterized in that it is configured to terminate the specified state based on a predetermined operation performed on the gaming machine from outside the gaming machine.