Gaming machine
The gaming machine simplifies the understanding of complex rules by using visual cues and lottery processes to display information patterns, allowing players to grasp game progression without prior learning.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2024-12-26
- Publication Date
- 2026-07-08
AI Technical Summary
Existing gaming machines have complex and difficult-to-understand regularities in their preview effects, making it hard for players to remember and understand the rules without prior learning, and the game progression speed is fast, leading to confusion.
A gaming machine that uses a symbol display, performance control, and image display means to execute predetermined effects, including first and second presentations, with lottery processes to select information patterns, allowing players to understand rules through direct displays without prior learning.
The solution enables players to easily understand the rules of pre-announcement effects by directly understanding the rules through visual cues, directly addressing the complex and difficult-to-under complex rules, making it easier to comprehend and remember the game's progression.
Smart Images

Figure 2026114073000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] A gaming machine, for example, a pachinko machine, conducts a winning / losing lottery related to a big win advantageous to the player upon winning a start port, and performs an effectual symbol variation display game involving a variation display operation of a decorative symbol by image display. During the game, a variety of preview effects reflecting the result of the winning / losing lottery are generated, and the game is enjoyed in this way. Some of these preview effects have a regularity associated with the winning expectancy for the winning lottery that causes a winning game. Therefore, it is known to give an information preview such as "Chance!! when the color of the line is red" for the preview effect with a line, and to notify the expectancy for a big win regarding the preview effect (see Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the regularity is not only intuitive and simple as described above, but there are also complex and difficult-to-understand ones without explanation. For example, symbol regularities such as "If you get a 3-symbol tempai and go to the back SP, you will have a high chance of winning" and game regularities such as "If a △△ preview occurs during an 〇〇 SP reach, you will have a high chance of winning" cannot be easily understood without prior learning. In addition, the progress speed of the production scenario is relatively fast. Also, such preview effects with regularity tend to have many types of regularity. Therefore, it was difficult to remember all the regularities even if one tried to remember them.
[0005] Therefore, the object of the present invention is to solve this problem and provide a gaming machine that allows players to easily understand the rules of the pre-announcement effects without the need to learn the rules of the pre-announcement effects in advance. [Means for solving the problem]
[0006] (1) A lottery means capable of conducting a jackpot lottery, A symbol display means (liquid crystal display device 36) is configured to display the changing symbols and to stop the symbols in a display manner corresponding to the result of the jackpot lottery, A means for performing effects (such as a liquid crystal display device 36, a movable mechanism, and an air blower) capable of executing predetermined effects related to the display of the aforementioned symbols, A performance control means (performance control board 24) capable of executing and controlling a predetermined performance by the performance means, A gaming machine comprising: a special game execution means that executes a special game advantageous to the player when the result of the aforementioned jackpot lottery is a predetermined result, The aforementioned presentation means includes an image display means (liquid crystal display device 36), The aforementioned performance control means executes and controls the image display performance by the image display means as the predetermined performance. The aforementioned image display effect includes: The first presentation (a background presentation showing the protagonist walking) informs the player of information that has little correlation with the content of the aforementioned symbol changes (information to convey the worldview of the license, etc.), A second presentation (information announcement presentation) informs the player of information that is highly correlated with the content of the aforementioned symbol changes (information announcement), There is, The aforementioned first effect (background effect in which the protagonist walks) has multiple types of first information patterns (types of background patterns) as information that can be conveyed. The aforementioned second presentation (information announcement presentation) has multiple types of second information patterns (types of information announcement patterns) as information that can be announced, The aforementioned performance control means is A third production (preview production) different from the first and second productions can be executed. A first lottery process (Figure 16, S744~S745) selects the first information pattern to be executed from among the aforementioned multiple types of first information patterns (types of background patterns) by lottery, A second lottery process (Figure 19, S783) selects from among the aforementioned multiple types of second information patterns (types of information notification patterns) to be executed by lottery, It is possible to do this, The first lottery process (S744~S745) selects the first information pattern to be executed regardless of the content of the third performance (preview performance), The second lottery process (S783) selects the second information pattern to be executed according to the content of the third performance (preview performance), The rules governing the content of the third performance are explained by executing the second performance based on the selected second information pattern in accordance with the appearance of the third performance. A gaming machine characterized by the following features. (2) The performance control means is capable of executing the first performance (background performance) and the second performance (information announcement performance) at different timings. The gaming machine described in (1) above, characterized in that it is a gaming machine. (3) The first and second effects described above are performed in a common notification effect (item drop effect), The gaming machine described in (1) above, characterized in that it is a gaming machine. [Effects of the Invention]
[0007] According to the present invention, the second performance (information) is displayed in response to the appearance of the third performance (preview performance), so that the rules, which were difficult to understand and remember, can be directly understood from the display of the information preview without the need to understand and memorize them in advance. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view showing the external appearance of a gaming machine according to one embodiment of the present invention. [Figure 2] This diagram shows the configuration of the game board and the effect buttons. [Figure 3] It is a block diagram showing a control device. [Figure 4] It is a diagram for explaining the winning type and game state transition. [Figure 5A] It is an explanatory diagram for explaining the screen display of a liquid crystal display device. [Figure 5B] It is an explanatory diagram for explaining the preview announcement effect. [Figure 6] It shows a diagram of an effect scenario table. (a) shows a diagram in which a plurality of effect scenario data are stored. (b) shows the data stored within one layer of data of the effect scenario data shown in (a). (c) shows a control table referred to by the control code data shown in (b). [Figure 7] It is a block diagram showing a VDP mounted on an effect control board. [Figure 8] It is an explanatory diagram for explaining the procedure of display control operation by the VDP. [Figure 9] It is an explanatory diagram for explaining the procedure of display control operation by the VDP. [Figure 10] It is a flowchart showing the control operation of the main process on the effect control side. [Figure 11] It is a flowchart showing the control operation of the command reception interrupt process. [Figure 12] It is a flowchart showing the control operation of the received command analysis process. [Figure 13] It is a flowchart showing the control operation of the effect control timer interrupt process. [Figure 14] It is a flowchart showing the control operation of the hold addition command reception process. [Figure 15] It is a flowchart showing the control operation of the variable pattern specification command reception process. [Figure 16] It is a flowchart showing the control operation of the decorative symbol specification command reception process. [Figure 17] It is a flowchart showing the background continuous preview setting process. [Figure 18](a) is a flowchart showing the control operation of the command list generation process, (b) is a flowchart showing the control operation of the initial command list generation process (for video) based on 1 layer data, (c) is a flowchart showing the control operation of the steady command list generation process (for video) based on 1 layer data, and (d) is a flowchart showing the control operation of the command list generation process (for still images) based on 1 layer data. [Figure 19] This is a flowchart showing the information setting process. [Figure 20] This is a diagram (1 / 4) showing the relationship between the types of information announcements and the timing of their implementation. [Figure 21] This is a diagram (2 / 4) showing the relationship between the types of information announcements and the timing of their implementation. [Figure 22] This is a diagram (3 / 4) showing the relationship between the types of information announcements and the timing of their implementation. [Figure 23] This is a diagram (4 / 4) showing the relationship between the types of information announcements and the timing of their implementation. [Figure 24] This is a diagram (1 / 2) showing the types of informational announcements. [Figure 25] This is a diagram (2 / 2) showing the types of informational announcements. [Figure 26] This is a diagram illustrating specific examples of how information and advance notices are displayed. [Figure 27] This diagram illustrates the information type groups I to V. [Figure 28] This diagram shows the appearance modes in a ST (series count limit) probability variation machine. [Figure 29] This diagram shows the appearance modes installed in a Type 1 and Type 2 mixing machine. [Figure 30] This figure shows an example of the display pattern in which the information preview for variation number NO:0 appears. [Figure 31] This figure shows an example of the display format in which the information preview for variation number NO:14 appears. [Figure 32] This is a diagram showing an example of a display mode in which an information notice with variation number NO: 19 appears. [Figure 33] This illustrates the process of starting from the background appearance (a) in the back mode, passing through the passage of time (b), the appearance of the information notice (c), the transition (d), returning to the front mode, and then leading to the freeze confirmation effect (e), the emergency maintenance freeze effect (f), and the symbol alignment (g). [Figure 34] This is a diagram showing an example of prohibiting the occurrence of an information notice for the latter notice effect when notice effects having the law at the time of the right symbol stop (a) and the law at the time of reach (b) occur successively. [Figure 35] This is a diagram showing an example of a law-based information notice (a) and a non-law-based information notice (b). [Figure 36] This is a list diagram (1 / 2) showing the types of information notices in a one-kind two-kind mixer. [Figure 37] This is a list diagram (2 / 2) showing the types of information notices in a one-kind two-kind mixer.
Mode for Carrying Out the Invention
[0009] Hereinafter, with reference to the drawings, a preferred embodiment of the gaming machine according to the present invention will be described in detail. In the embodiment described below, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.
[0010] <1. Outline of the Configuration: FIGS. 1 and 2> Referring to FIGS. 1 and 2, an outline of the configuration of a pachinko gaming machine according to an embodiment of the present invention will be described. FIG. 1 is a front-side perspective view showing the appearance of a pachinko gaming machine according to an embodiment of the present invention, and FIG. 2 is a diagram showing the front side of the game board.
[0011] The pachinko game machine 1 shown in Figure 1 (hereinafter abbreviated as "game machine 1") has a wooden outer frame 4, to which a picture frame-shaped front frame 2 is attached in an openable and closable manner. A game board 3 (see Figure 2) is mounted inside a game board storage frame (not shown) attached to the back of the front frame 2, and the game area 3a formed on the surface of the game board 3 faces the opening of the front frame 2. A glass door 6 supporting transparent glass is provided on the front side of this game area 3a. Various control boards (see Figure 3) for controlling game operation are arranged on the back side of the game board 3.
[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it in one direction, the lock on the glass door 6 to the front frame 2 is released, and by operating it in the other direction, the lock on the front frame 2 to the outer frame 4 is released, allowing the door to be opened to the front.
[0013] Below the glass door 6, a front operation panel 7 is positioned, pivotally supported by a hinge (not shown) on the front frame 2 so as to be able to open and close. The front operation panel 7 is provided with an upper receiving unit 8, and this upper receiving unit 8 has an upper receiving tray 9 for storing the dispensed game balls.
[0014] The upper tray unit 8 is also equipped with a ball release button 14 for removing the game balls stored in the upper tray 9 to the bottom of the game machine 1, a ball dispensing button 11 for requesting the dispensing of game balls from the game ball dispensing device (not shown) on the island equipment side, and a card return button 12 for requesting the return of a valuable medium inserted into the game ball dispensing device.
[0015] In addition, the upper tray unit 8 is provided with a push-button type effect button 13 (first operation means) that also functions as a refreshing button 70 to be described later, and a cross-shaped direction key 75 (second operation means) composed of an up button 75a, a right button 75b, a down button 75c, and a left button 75d that can be input-operated in the up, down, left, and right directions. The effect button 13 and the direction key 75 function as operation means that can be operated by the player, and reception of operation input is enabled during a predetermined operation valid reception period (button valid period) in a specific pre-announcement effect (for example, the "player participation type effect" to be described later). When a predetermined operation (for example, single press, long press, continuous hitting, etc.) is performed during this valid period, an effect corresponding to the operation can be executed.
[0016] In addition, the effect button 13 and the direction key 75 are also used when the player makes a preferred setting on the "game setting screen (a menu screen where volume setting, light amount setting, effect mode setting, etc. are possible)" when performing game environment settings (for example, game settings such as volume, light amount, effect mode). In game environment settings, multiple game environment settings such as volume adjustment (adjustment of the volume of sound effects (voices, sound effects, etc.) output from the speaker 46 to be described later), light amount adjustment (adjustment of the light amount of the decorative lamp 45 and effect LEDs to be described later), and setting of the effect mode (customization) can be set using the operation means. In addition, the effect button 13 and the direction key 75 are provided with a built-in lamp (button LED 13b) inside, and the operation reception valid period (during blinking or lighting) and the operation reception invalid period (during extinguishing) can be notified by differences in the light emission mode (for example, lighting, blinking, extinguishing, etc.) of the button LED 13b.
[0017] In addition, on the right end side of the front operation panel 7, a firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided. This firing device 32 employs one having a firing performance of about 100 shots per minute.
[0018] Furthermore, speakers 46 that produce sound effects (sound effects) are provided on both sides of the upper part of the front frame 2 and above the launch operation handle 15, and an air blower (not shown) for releasing air is provided next to them. In addition, multiple decorative lamps 45 (effect LEDs) that produce light effects through light decoration are provided in appropriate places on the gaming machine, for example, around the periphery of the front frame of the glass door 6 in the circumferential direction and inside the center decorative body 48 described later.
[0019] (Game board: Figure 2) Next, with reference to Figure 2, the configuration of the game board 3 will be explained. As shown in the figure, the game board 3 has ball guide rails 5 mounted in an annular shape as board surface partitioning members to guide the launched game balls. The roughly circular area surrounded by these ball guide rails 5 is the game area 3a, and the four corners are non-game areas.
[0020] A liquid crystal display (LCD) 36 is provided approximately in the center of this game area 3a. Under the control of the performance control unit 24, which will be described later, the liquid crystal display 36 independently displays various effects as images within a predetermined display area (symbol variation display area), including the variation display operation (variation display and stop display) of multiple types of decorative symbols (for example, three decorative symbols: left symbol, middle symbol, and right symbol (see Figure 5A)) consisting of numbers, characters, and symbols.
[0021] Also, inside the game area 3a, a center ornament 48 is provided in a form that surrounds the periphery of the display surface of the liquid crystal display device 36 in a circumferential manner. The center ornament 48 includes a front mounting plate 48a provided along the front side of the game board 3 and fixed to the game board 3, and an armor frame portion 48b that forms the outer periphery of the center ornament 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from surrounding game balls and serves as a flow path distribution means that can distribute the flow path of the game balls to the left and right according to the strength or stroke length of the hit of the game balls. In the present embodiment, a free movement area through which the game balls can pass is formed between the upper surface of the center ornament 48 and the ball guide rail 5. The game balls driven into the upper side of the game area 3a by the launching device 32 are distributed to the left and right on the upper side of the armor frame portion 48b and flow down either through the left downward flow path 3b on the left side of the center ornament 48 or the right downward flow path 3c on the right side.
[0022] Also, the non-game area near the upper right edge (upper right corner) of the game board 3 serves as various function display parts. A special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means) are provided, which are configured by arranging 7-segment (7-seg) displays (with dots) horizontally corresponding to the upper start port 34 (for the first special symbol) and the lower start port 35 (for the second special symbol). In the special symbol display devices 38a and 38b, a'special symbol variation display game' is executed by the variation display operation (variation display and stop display) of the'special symbol' expressed by 7-segments. And in the above-mentioned liquid crystal display device 36, a decorative symbol is variably displayed by an image in synchronization with the variation display of the special symbol by the special symbol display devices 38a and 38b over time, and a 'decorative symbol variation display game' is executed together with various preview effects (effect images). Details of the special symbol variation display game and the decorative symbol variation display game will be described later.
[0023] Furthermore, next to the special symbol display devices 38a and 38b, a composite display device (LED display for composite hold display) 38c is provided, consisting of multiple LED displays including a 7-segment display (with dots). The term "composite" is used because it is a composite hold, time-saving, and high-probability display device that has the function of displaying multiple status information, such as displaying the number of balls that are activated and held for the first special symbol (special symbol 1) (the activated balls will be described later), displaying the number of balls that are activated and held for the second special symbol (special symbol 2), displaying the number of balls that are activated and held for the normal symbols, notifying the state that is advantageous for right-handed play, and notifying the state that the variable time reduction function is in operation (time-saving mode) and the state that is in a high-probability state (high-probability mode).
[0024] Furthermore, next to the composite display device 38c, the various function display units are provided with a standard symbol display device 39a (standard symbol display means) which consists of multiple LEDs. In this embodiment, the standard symbol display device 39a executes a 'standard symbol variation display game' through the variation display operation of the "standard symbols" represented by each LED. For example, as a variation display operation, the standard symbols represented by the LEDs repeatedly light up and turn off, and after the variation time has elapsed, the result of the standard symbol variation display game is announced by the combination of the lighting and turning off states of the multiple LEDs. Further details about the standard symbol variation display game will be explained later.
[0025] Adjacent to the regular pattern display device 39a, a right-handed shooting display device 39b is provided. This right-handed shooting display device 39b indicates, through a combination of the on / off states of the LED, whether "right-handed shooting," where the player aims to have the game ball pass through the right-downward path 3c, or "left-handed shooting," where the player aims to have the game ball pass through the left-downward path 3b, is advantageous. For example, if the LED is lit, it indicates that right-handed shooting is advantageous; if it is off, it indicates that left-handed shooting is advantageous.
[0026] Furthermore, adjacent to the right-hand hitting display device 39b, there is a round number display device 39c which consists of multiple LEDs (round indicator LEDs). This round number display device 39c notifies the specified number of rounds (maximum number of rounds) related to the big win or V win described later, based on the combination of the on and off states of the multiple LEDs.
[0027] Below the center ornament 48, a regular variable prize winning device 41 (regular electric mechanism) is provided, with an upper starting port 34 (first special symbol starting port: first starting means) and a lower starting port 35 (second special symbol starting port: second starting means), and detection sensors 34a and 35a (upper starting port sensor 34a, lower starting port sensor 35a: see Figure 3) are formed inside each to detect the passage of the game ball.
[0028] The upper starting opening 34, which is the first special symbol starting opening, is a prize-winning opening related to the starting conditions for the variable display operation of the first special symbol (hereinafter, the first special symbol will be referred to as "special symbol 1," and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "prize-winning device with a fixed winning rate" that does not have a "starting opening opening / closing means" that can open or enlarge the starting opening. In this embodiment, due to the action of the game ball falling direction changing members in the game area 3a (for example, game pins (not shown), windmill 44, center ornament 48, etc.), the upper starting opening 34 is configured to be easily entered (prized) for game balls that have flowed down the left downward path 3b, while it is configured to be difficult or impossible for game balls that have flowed down the right downward path 3c to enter.
[0029] The standard variable prize winning device 41 is configured as a "variable prize winning rate type prize winning device" that can vary the rate at which game balls enter the starting opening by means of opening and closing the starting opening. In this embodiment, the starting opening opening and closing means is provided with a pair of left and right movable wing pieces (movable members) 47, and by opening and closing these movable wing pieces 47, the lower starting opening 35, which is the second special symbol starting opening, can be opened or enlarged.
[0030] Furthermore, the lower starting port 35 of the normal variable prize winning device 41 is a prize winning port related to the starting conditions for the variable display operation of the second special symbol (hereinafter, the second special symbol will be referred to as "special symbol 2," and sometimes abbreviated as "special symbol 2") in the special symbol display device 38b (second special symbol display device). The prize winning area of this lower starting port 35 is converted between an open state that facilitates winning (easy prize winning state) and a closed state that makes winning more difficult or impossible than the open state (difficult prize winning state), depending on the operating state (operated or inoperated) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is inoperated, the lower starting port 35 is kept in a closed state (impossible prize winning state) that makes winning impossible.
[0031] Furthermore, on both sides of the normal variable prize winning device 41, there are a total of four general prize winning openings 43, three on the left and one on the right, and inside each of them is a general prize winning opening sensor 43a (see Figure 3) that detects the passage of a game ball.
[0032] Furthermore, a normal symbol start opening 37 (third starting means), consisting of a passage gate through which game balls can pass, is provided diagonally to the upper right of the normal variable prize winning device 41, that is, above the middle of the rightward flow path 3c. This normal symbol start opening 37 is a prize winning opening related to the starting conditions for the variable display operation of the normal symbols (hereinafter, normal symbols may be abbreviated as "normal symbols") in the normal symbol display device 39a, and a normal symbol start opening sensor 37a (see Figure 3) for detecting passing game balls is formed inside it. In this embodiment, the normal symbol start opening 37 is formed only on the rightward flow path 3c side and not on the leftward flow path 3b side, but it is not limited to this and may be formed on both flow paths.
[0033] In the path from the normal symbol start opening 37 to the normal variable prize winning device 41 within the rightward flow path 3c, there is a special variable prize winning device 52 (special electric mechanism) configured to open or enlarge the large prize winning opening 50 by a retractable opening door 52b, and a large prize winning opening sensor 52a (see Figure 3) is formed inside it to detect game balls that have entered the large prize winning opening 50.
[0034] The area around the large prize opening 50 is a bulging portion (decorative member) 55 that protrudes from the surface of the game board 3, and the upper edge 55a of this bulging portion 55 forms the downstream guide portion of the rightward flow path 3c. When the large prize opening 50 is closed by the open door 52b (large prize opening closed state), the upper edge 55a of this bulging portion 55 forms a continuous surface, thereby forming a part of the downstream guide portion (upper edge 55a) of the rightward flow path 3c. Furthermore, in the downstream area of the rightward flow path 3c, in the area above the upper edge 55a of the bulging portion 55, more precisely in the game area above the large prize opening 50, a flow path correction plate 51d is provided protruding almost parallel to the direction of the flow of the game balls, and its function is to guide the flowing game balls toward the large prize opening 50.
[0035] (The process of the game ball entering the 50-prize winning slot) The process by which the game ball enters the large prize opening 50 is as follows: The game ball, having passed through the movable area between the upper surface of the center ornament 48 and the ball guide rail 5, flows down along the top surface (upper edge) 55a of the bulging part 55 that protrudes from the game board 3 and functions as a guide for the game ball. The game ball then comes into contact with the right end of the flow path correction plate 51d that protrudes from the surface of the game board 3, thereby correcting the direction of the game ball's flow toward the large prize opening 50 (downward). At this time, if the large prize opening 50 is covered by the retractable opening door 52b (large prize opening closed state), the game ball rolls over it and is further guided toward the tulip-type normal variable prize device 41 (lower starting opening 35) by a gauge configuration (arrangement of game pins) not shown. At this time, if the lower starting opening 35 is in a state where it can be entered (starting opening open), a game ball can be entered into the lower starting opening 35. However, if the open door 52b is retracted into the game board and the large prize opening 50 is open (large prize opening open), the game ball will be guided into the large prize opening 50.
[0036] In this embodiment, if the player aims the launch position towards the special variable prize winning device 52 (i.e., aims so that the game ball passes through the rightward downward path 3c), the configuration makes it difficult or impossible for the game ball to be guided towards the upper starting opening 34. Therefore, if the "large prize winning opening is closed," unless the movable wing piece 47 of the normal variable prize winning device 41 is activated, it is difficult or impossible for the game ball to enter each starting opening 34, 35.
[0037] When classifying the above-mentioned prize-winning means according to which of the left or right flow paths they belong to, that is, whether the game balls flowing down the left flow path 3b or the right flow path 3c can win a prize, the prize-winning means belonging to the left flow path 3b include the upper starting opening 34, the lower starting opening 35, and the left general prize-winning openings 43a to 43d, while the prize-winning means belonging to the right flow path 3c include the upper starting opening 34, the lower starting opening 35, the regular pattern starting opening 37, the large prize-winning opening 50, and the right general prize-winning opening 43e. Note that the lower starting opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is open (starting opening open state), and it is possible to win a prize from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when a game ball passes through (enters) the normal symbol starting opening 37 located on the right side of the game area 3a, so it can be said that it is essentially a prize-winning means that belongs only to the rightward downward path 3c. In addition, the large prize opening 50 belongs only to the rightward downward path 3c, and only game balls coming from the rightward downward path 3c can enter it.
[0038] (A configuration that favors right-handed hitters under specific conditions) In the gaming machine 1 of this embodiment, when the player aims to have the game ball pass through the rightward downward path 3c using "right-handed shooting," the game ball is more likely to enter the normal symbol start opening 37, but it is difficult or impossible for the game ball to be guided to the upper start opening 34. Therefore, in the "large prize opening closed state," unless the movable wing piece 47 of the normal variable prize winning device 41 is activated, it is difficult or impossible for the game ball to enter each start opening 34, 35. However, when the "electric support state (easy start opening entry state)" described later occurs, this movable wing piece 47 operates with an opening and closing pattern that is at least more advantageous than in the normal game state (normal state). Therefore, in this electric support state (electric support state), it is more advantageous to aim to have the game ball pass through the rightward downward path 3c than to aim to have the game ball pass through the leftward downward path 3b using "right-handed shooting." On the other hand, in the "no electric support state (difficult to enter the starting gate)" state, it is considered advantageous to aim for the game ball to pass through the left-flowing downward path 3b, rather than aiming for the game ball to pass through the right-flowing downward path 3c, which is called "right-handed shooting." In other words, whether it is advantageous for the player to shoot left-handed or right-handed can change depending on the game state. As will be explained in more detail later, game states related to the electric support state include the "time-saving state" and the "probability change state," while game states related to the no-electric support state include the "normal state" and the "hidden probability state."
[0039] Each of the above-mentioned prize-winning openings, such as the upper starting opening 34, lower starting opening 35, regular symbol starting opening 37, large prize-winning opening 50, or general prize-winning openings 43a to 43e, functions as a prize-winning means located within the game area 3a. Furthermore, detection sensors or switches such as the upper starting opening sensor 34a, lower starting opening sensor 35a, regular symbol starting opening sensor 37a, large prize-winning opening sensor 52a, or general prize-winning opening sensor 43h (corresponding to each of the general prize-winning openings 43a to 43e), which are provided in conjunction with each prize-winning opening, function as a "prize-winning detection means" for detecting game balls that have entered the prize-winning means. The number, shape, and position of each of the above-mentioned prize-winning means can be appropriately changed according to the gameplay. In addition, for each prize-winning means, whether game balls flowing down the left-downward path 3b or the right-downward path 3c are difficult, impossible, or possible to win can also be appropriately changed according to the gameplay.
[0040] When a game ball enters each prize slot, the number of prize balls per ball entered, as determined for each prize slot, is dispensed from the game ball dispensing device (game ball dispensing means) 19 (see Figure 3). For example, 3 balls are dispensed from the upper start slot 34, 1 from the lower start slot 35, 0 from the regular symbol start slot 37 (no prize balls), 15 from the large prize slot 50, and 3 from the general prize slots 43a to e. Game balls that do not enter any of the above prize slots are discharged from the game area 3a via the out slot 49. Here, "entry" means that a game ball is taken into the prize slot, or, if the prize slot is not designed to take in game balls but consists of a pass-through gate (for example, the regular symbol start slot 37), that the game ball passes through the gate. In practice, when a game ball is detected by a detection sensor formed for each prize slot, it is treated as if an "entry" has occurred at that prize slot. Furthermore, the game balls used to win prizes are also referred to as "prize balls."
[0041] <Movable prop> Furthermore, within the game area 3a, multiple movable components are arranged in positions that do not obstruct the flow of game balls. In this embodiment, a first movable component (clock-shaped component) 80 is arranged on the upper right side of the center ornament 48, and a second movable component (flower-shaped component) 90 is arranged diagonally to the lower right of it. The first movable component, the clock-shaped component 80, has a clock face section 81 consisting of a number display section divided into number sectors ("I" to "XII"), and clock hands 82 consisting of an hour hand and a minute hand that are rotatably formed on the clock face section 81, and is configured as a clock-shaped component 80 as a whole. The clock face section 81 has full-color LEDs on the back or inside for each sector section indicated by the hour hand, or the number sectors themselves are made of full-color LEDs, so that the number sectors "I" to "XII" can each independently emit light in different colors.
[0042] Furthermore, the second movable gimmick, the flower-shaped gimmick 90, consists of a first movable body 91 in which a corolla A2 consisting of multiple petals is arranged around a flower center A1, and the flower center A1 and corolla A2 are configured to be movable in the vertical direction (falling movement) or the horizontal direction (projecting movement), and a second movable body 92 in which a calyx B1 located around the outer circumference of the corolla A2 is attached to the tip of a stem B2, and the calyx B1 is configured to be movable along the stem B2 in the vertical direction (falling movement). In this embodiment, the first movable body 91 and the second movable body 92 are located near one side (right side) of the liquid crystal screen and can operate independently of each other. In terms of operation, the first movable body 91 is normally located in a home position (original position) above the solid line position in Figure 2 (combined position described later) relative to the liquid crystal screen, and the second movable body 92 is normally located in a home position (original position) to the right of the solid line position in Figure 2 relative to the liquid crystal screen. The first movable body 91 can independently move from its upper original position to the position indicated by the solid line in Figure 2 on the upper right of the LCD screen so that the corolla A2 is at that position. The second movable body 92 can independently move from its right home position (original position) to the position indicated by the solid line in Figure 2 on the upper right of the LCD screen so that the calyx B1 is at that position. When the first movable body 91 and the second movable body 92 operate simultaneously and move to the position indicated by the solid line in Figure 2 (combined position), the corolla A2 and calyx B1 overlap and combine, forming a "flower-shaped part" with the corolla A2 positioned around the flower center A1 and the calyx B1 positioned around its outer periphery, creating a double perianth. In this sense, the second movable body component 90 is also called the "flower-shaped component". When the first movable body 91 and the second movable body 92 are combined, the first movable body 91 (flower center A1 and flower crown A2) rotates at the tip of the stem B2 of the second movable body 92, and the translucent flower center A1, flower crown A2, and calyx B1 are illuminated from behind by lamps and full-color LEDs, causing them to glow beautifully. These actions increase the player's expectation of winning (winning probability). When the symbol variation display operation stops (the symbol variation display game ends), the flower-shaped mechanism 90 returns to its origin position from the performance position (combined position) shown by the solid line in Figure 2. The above-mentioned clock-shaped mechanism 80 (clock hand 82) and flower-shaped mechanism 90 (first movable body 91, second movable body 92) function to indicate the winning probability depending on their operation, and are also used to display the setting suggestion effect described later (the same applies to the third movable mechanism described next).
[0043] <Normal button 13A, rotating light button 66, refreshing button 70: Figure 2> Furthermore, a third movable component (a translucent spherical movable body 73 containing a rotating light 62 and a light-emitting device) is integrally incorporated into the performance button 13 so as to be able to swing and rotate. Depending on the orientation of the built-in movable body 73 when stationary (the position of the surface visible to the player), the performance button 13 functions as either a normal button 13A (first performance button: chance button) or a rotating light button 66 (second performance button), and when the movable body 73 is rotating forward, it functions as an exhilarating button 70 (third performance button: rolling button).
[0044] As outlined in Figure 2, the performance button 13 has a structure in which a transparent press-button type cylindrical body 72 with a relatively large surface area is incorporated vertically into a transparent frame 71 whose surface is integrated with the receiving unit 8, and a movable body 73 as a third movable mechanism is incorporated within or below this press-button type cylindrical body 72 (hereinafter simply referred to as "within the press-button type cylindrical body 72") so that it can roll, that is, rotate and swing in multiple directions.
[0045] The movable body 73 is located inside the push-button type cylindrical body 72 and consists of a translucent spherical empty frame that is rotatable around a horizontal axis and swings from side to side as viewed from the player, and a rotating light 62 and a light-emitting device housed within this empty frame. When the push-button type cylindrical body 72 is pressed, or at predetermined timings before or after, the movable body 73 performs a rolling motion (rotation and swinging motion), and this motion is illuminated from inside or around the empty frame with colored light, making it visible to the player from the outside.
[0046] The performance button 13 of the above structure is used differently depending on whether the movable body 73 is "normally stationary," "rotating light standby," or "rolling," as "normal button 13A (first performance button)," "rotating light button 66 (second performance button)," or "exhilarating button 70 (third performance button: rolling button)." Here, "normally stationary" refers to a state where the rotation angle position of the stationary movable body 73 is 0 degrees, and the light-emitting part of the rotating light 62 (the top surface of the surrounding body 64) is in a position where it cannot be seen from above through the press-button type cylinder 72 (a position hidden from the player). When the press-button type cylinder 72 is pressed in this state, the performance button 13 functions as normal button 13A (first performance button). In this specification, when "normal button 13A" is written, it refers to the performance button 13 when operated in this "normally stationary" state.
[0047] Furthermore, "rotating light standby" means that the rotation angle position of the stationary movable body 73 switches from the normal stationary position (0 degrees) to a position rotated 90 degrees forward (90 degrees), and the illuminated state of the rotating light 62 (the top surface of the surrounding body 64) is in a position visible from above through the push-button type cylinder 72 (a position visible to the player). When the push-button type cylinder 72 is pressed in this state, the effect button 13 functions as the rotating light button 66 (second effect button). When functioning as the rotating light button 66 (second effect button), the rotating light 62 is visible from above through the push-button type cylinder 72, prompting the player to operate it, and allowing them to visually confirm, for example, the activation of the rotating light 62 at the moment of operation through the push-button type cylinder 72. Therefore, it is suitable for creating a sudden notification-type pre-announcement effect and can create a very tense moment. After the "rotating light standby" period has elapsed, the movable body 73 rotates 90 degrees to the rear and returns to the "normal stationary" position (0 degrees).
[0048] Furthermore, "rolling motion" refers to the state in which the movable body 73 continues to rotate forward, that is, the state in which the movable body 73 rotates with the horizontal axis as the axis of rotation as shown in Figure 2. When the press button-type cylindrical body 72 is pressed while the movable body 73 is rotating, the performance button 13 functions as the exhilarating button 70 (third performance button). When functioning as the exhilarating button 70, the rolling motion (high-speed rotation) of the spherical movable body 73 is visible from the outside through the transparent frame 71 and the press button-type cylindrical body 72. Therefore, when the player operates this rolling button 70, they can obtain a very satisfying sensation that is different from when they press the normal button 13A or the rotating light button 66. After the period of "rolling motion" has elapsed, the movable body 73 comes to rest and returns to the "normally resting" position.
[0049] At the bottom of Figure 2, the functional parts of the rotating light button 66 and the refreshing button 70, two of the three button functions used as described above, are shown separately. For the sake of ease of understanding, it is depicted as if there are separate switches 65 for the rotating light button 66 and 74 for the refreshing button 70, but in reality, only one switch is used for each function.
[0050] The rotating beacon button 66 consists of a rotating beacon 62, which is enclosed in a red translucent enclosure 64 and includes a lamp (or LED) 62a as a light source and a reflector 62b as a reflector that reflects the light from the lamp 62a. By rotating the reflector 62b, the direction of the light emitted from the light source is changed.
[0051] Furthermore, in the left-hand diagram of Figure 2, the rotating light 62 is depicted as having a rotating light switch 65 that functions as a push-button type rotating light button 66. When the surrounding body 64 of the rotating light 62 is pressed at a predetermined timing, the rotating light switch 65 turns ON, a win notification sound is generated, and the rotating light 62 activates. However, in reality, the rotating light 62 is housed within the empty frame (the shell portion of the movable body 73) shown in the right-hand diagram of Figure 2. Therefore, the operating part of the rotating light 62 is not the surrounding body 64 but the push-button type cylindrical body 72. By pressing this push-button type cylindrical body 72 while the rotating light is "on standby," the switch 74 turns ON, resulting in the same effect as turning on the rotating light switch 65, and the rotating light 62 activates. The normal button 13A, which operates "normally stationary," is a frequently used effect button that does not necessarily activate all effect means. In contrast, this rotating light button 66 is for one-shot notification.
[0052] When functioning as the "Refreshing Button 70," as schematically shown in the right-hand diagram of Figure 2, the movable body 73 rotates rapidly and continuously within the push-button-type cylindrical body 72 in a "rolling motion." This motion is illuminated from the inside or outside with colored light corresponding to the probability of winning (for example, blue, green, red, D pattern (DANGER pattern), and rainbow (guaranteed win), with the probability of winning increasing in this order), and this can be seen by the player from the outside through the push-button-type cylindrical body 72. Since the Refreshing Button 70 is operated on the premise that this state has appeared, when the Refreshing Button 70 is operated during a jackpot, the synergistic effect with the effects related to the jackpot lottery result that occur after the operation (operation-related effects) can give the player a very great sense of pleasure. The refreshing button 70 has a structure in which a movable body 73 is rotatably and rollably incorporated inside or below the press-button type cylindrical body 72, so that it functions as both a button LED and a movable mechanism.
[0053] <2. Control device: Figure 3> Next, with reference to Figure 3, the control device responsible for controlling the game operation of the gaming machine 1 according to this embodiment will be described. Figure 3 is a control block diagram showing an overview of the control device.
[0054] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter also referred to as "main control unit 20") which comprehensively manages the control of all aspects of game operation (game operation control), an effect control board (effect control means) 24 (hereinafter also referred to as "effect control unit 24") which receives effect control commands from the main control unit 20 and comprehensively manages the control of the execution (appearance) of effects by the effect means, a payout control board (payout control means) 29 which controls the payout of prize balls by the game ball payout device 19, and a power supply board (power supply control means (not shown)) which generates and supplies the necessary power (including backup power) to each board of the gaming machine from an external power supply. A liquid crystal display device 36 as an image display device is connected to the effect control unit 24. Note that the power supply route is omitted in Figure 3.
[0055] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor that incorporates a CPU 201 (main control CPU), a control program that describes the game operation control procedure, a ROM 202 (main control ROM) that stores various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, thus forming a microcomputer as a whole. The main role of the main control unit 20 is to control game operations related to games, including symbol variation display games (special symbol variation display games, normal symbol variation display games), and to comprehensively manage game processing related to game progress (game progress processing).
[0056] Although not shown in the diagram, the main control unit 20 also includes a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a function to create pulses of a fixed period (bitrate generator), and a time measurement function; an interrupt controller circuit that enables / disables interrupts such as timer interrupts that provide interrupt signals to the CPU; a reset circuit that can detect power-on and power-off or power-abnormal conditions and output a system reset signal to reset the CPU; a watchdog timer (WDT) circuit that monitors abnormal operation of the control program; an Intrusion Prevention Attack (IAT) circuit that monitors whether the program is running correctly within a preset address range; and a counter circuit for generating random numbers within a certain range (hardware random numbers) in hardware.
[0057] Furthermore, at least the main control unit (main control board) 20 and the payout control board (payout control unit) 29 receive a voltage drop signal (power abnormality signal) from a power supply board (not shown), and before the power is cut off, they start backup processing so that the game operation before the power was cut off can be resumed after the power is restored (backup function). This gaming machine 1 is capable of retaining the contents of each memory in the RAM for at least several days.
[0058] The counter circuit described above consists of a random number generation circuit that generates random numbers and a sampling circuit that samples random values from the random number generation circuit at predetermined timings, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit according to the processing state to obtain the value indicated by the random number generation circuit as an internal random value for lottery (random number for jackpot determination (magnitude of random number: 65536)), and uses this random value for jackpot lottery. The internal random value for lottery is obtained by adding a software random value, which is generated by appropriate software processing, and a hardware random value, in order to prevent cheating such as targeting specific jackpots.
[0059] Returning to the explanation in Figure 3, the main control unit 20 is connected to the following sensors: an upper start-up sensor 34a for detecting entry into the upper start-up slot 34, a lower start-up sensor 35a for detecting entry into the lower start-up slot 35, a regular symbol start-up sensor 37a for detecting the passage of a game ball into the regular symbol start-up slot 37, a large prize-winning slot sensor 52a for detecting entry into the large prize-winning slot 50, a general prize-winning slot sensor 43h for detecting entry into the general prize-winning slot 43, and a specific area sensor 51a for detecting entry into the V prize-winning slot (specific area). The main control unit 20 receives detection signals from these sensors to determine which prize-winning slot the game ball has entered.
[0060] Furthermore, an OUT monitoring sensor 49a is connected to the main control unit 20 to detect game balls (out balls) discharged from the game machine through the out port 49 and each prize port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 is equipped with a functional unit (out ball counting means) capable of counting the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one of the "game performance information" defined by a specific value. For example, if "today's cumulative number of out balls is 30,000," then game performance information such as "game machine 1 was in operation for 300 minutes today" can be obtained using the relationship formula "operating time = cumulative number of out balls (balls) / firing performance (100 balls per minute)." In this embodiment, the number of out balls is used to calculate the "base value" (one of the game performance information) described later.
[0061] In this embodiment, the performance information includes the total number of balls dispensed during normal play (normal payouts) and the cumulative number of balls that are sent out during normal play (normal outs), measured in real time. The value obtained by dividing the number of balls dispensed during normal play by the number of balls sent out during normal play and multiplying the result by 100 (normal payouts ÷ normal outs × 100) is used, and this value is displayed in a predetermined manner by the performance display unit 99.
[0062] Furthermore, after storing the base value for the current measurement as historical information, the measurement information storage area used for this measurement is reset to zero, and the measurement of the next normal payout count, normal out count, base value, and total out count is started, and the new base value is measured in real time.
[0063] The performance display 99 of this embodiment is configured to alternately display the previous base value (history base value) as historical information and the base value currently being measured in real time (real-time base value) at predetermined intervals (it may also be configured to display both simultaneously).
[0064] Furthermore, the main control unit 20 is connected to fraud detection sensors (for example, vibration sensors, radio wave sensors, magnetic sensors; not shown) for detecting fraudulent activity against the pachinko game machine 1, and the main control unit 20 can monitor fraudulent activity against the game machine based on detection signals from the fraud detection sensors.
[0065] Furthermore, the main control unit 20 is connected to a standard electric mechanism solenoid 41c for controlling the opening and closing of the movable blade 47 of the lower start opening 35, and to a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50. The main control unit 20 is capable of transmitting control signals to drive these components.
[0066] Furthermore, special pattern display devices 38a and 38b are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for displaying special patterns 1 and 2. Additionally, a regular pattern display device 39a is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for displaying regular patterns.
[0067] Furthermore, the main control unit 20 is connected to a combined display device 38c, a right-handed display device 39b, and a round number display device 39c, and the main control unit 20 is capable of transmitting control signals to control the display of various information shown on these devices.
[0068] Furthermore, an external terminal board 21 for the frame is connected to the main control unit 20, and the main control unit 20 can output one or more external signals (signals containing specific information) via the external terminal board 21 for the frame to external devices such as a hall computer HC or a data counter DT (not shown) located outside the gaming machine. The gaming information included in the above external signals includes, for example, information on the start / end of a winning game, winning information, information on the start / stop of special symbol changes, information on the number of balls awarded, and various security information (information on the detection of fraudulent activity, information on events such as RAM clear occurrence, door opening, setting change in progress, and setting confirmation in progress).
[0069] The "Data Counter DT" mentioned above is a game information notification device that can notify specific information about the game machine based on game information contained in the external signal, such as the number of wins (e.g., the number of big wins (V wins)), the number of times the symbol variation display game is executed (number of symbol variations), the number of games played between wins (so-called "number of losing streaks"), the number of consecutive wins, and the number of times a predetermined game state (e.g., a time-saving state or a probability variation state) continues. It is usually installed on top of the game machine. The "Hall Computer HC" mentioned above is a management computer exclusively for game parlors that monitors and collects the status of the game machine (various information such as the number of games played, the number of balls dispensed, the number of big wins, and errors) based on game information contained in the external signal, and comprehensively manages the operation (operation) status of the game machines installed in the pachinko parlor. The "Data Counter DT" is also equipped with a "call button" for calling a pachinko parlor employee, and when the call button is operated, the Data Counter DT can notify the employee using its own light-emitting means. Furthermore, the detection signal from the call button can also be transmitted to the hall computer HC. The "call button" may be mounted on the gaming machine 1, for example, in a suitable location on the upper tray unit 8. In this case, the detection signal from the call button is configured to be transmitted to an external device from the external terminal board 21 for the payout frame, which will be described later.
[0070] Furthermore, the main control unit 20 is capable of outputting a type test signal from the frame external terminal board 21 that identifies game operation in real time, in response to type testing conducted by the Security Electronic Communications Technology Association (Security Electronics Technology Association) (tests related to the type approval of gaming machines based on the regulations concerning the certification and type approval of gaming machines). It should be noted that when a gaming machine that has passed type testing is installed in a pachinko parlor, no changes to the approved control program are permitted. Therefore, processing related to the type test signal will continue to be performed even after installation in the pachinko parlor.
[0071] Furthermore, the main control unit 20 is connected to a RAM clear switch 98 for initializing a predetermined area (memory within the area) of the RAM 203, a setting key switch 94 that can be switched between a "setting change allowed state (ON operation)" which allows changes to the setting value and a "setting change prohibited state (OFF operation)" which prohibits changes to the setting value by inserting a setting key and performing an ON / OFF operation, and a setting change switch 95 for changing the "setting value" described later in the setting change allowed state, and the main control unit 20 is capable of receiving detection signals from these switches.
[0072] Although both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator, from the standpoint of preventing fraudulent activity, they are located in appropriate places inside the gaming machine that are not visible from the outside, and it is impossible to turn them ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0073] Furthermore, a setting display unit 97 (setting display means) that displays setting value information is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals to control the display of this display. The setting display unit 97 according to this embodiment consists of one 7-segment display unit. The setting display unit 97 is mounted in an appropriate location inside the gaming machine, for example, on the control board or on the board case protecting it, so that the setting value cannot be seen from the outside.
[0074] (Regarding the settings) The main control unit 20 has a "setting change function" that allows it to change the expected value (profit) of the profit given to players, such as the payout rate (so-called "machine payout rate" or "payout rate"), in stages, and is referred to as a "type with setting function". The "setting value" mentioned above is the value that indicates this stage. This setting value can be checked by the setting display unit 97 and is set as appropriate by the hall staff, based solely on the business strategy of the pachinko hall (amusement parlor).
[0075] A "setting value" is, for example, a setting that defines the probability of winning a jackpot (the type of win that triggers the condition device described later) in stages. The higher the setting value, the higher the probability of winning a jackpot, which is advantageous to the player. Such setting values can be set in at least two stages (at least a first setting value and a second setting value). For example, if there are six setting values from setting 1 to 6, the probability of winning a jackpot at low probability can be set to 1 / 280 for setting 1, 1 / 275 for setting 2, 1 / 270 for setting 3, 1 / 265 for setting 4, 1 / 260 for setting 5, and 1 / 251 for setting 6. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout rate), which is advantageous to the player. Furthermore, when the probability of winning a jackpot is in a high-probability state (when the special symbol probability variation function described later is activated), that probability may increase to a value not exceeding 10 times. However, the rate of increase may be the same for each setting value or it may be different. In this embodiment, the rate of increase is set to be the same for each setting value. In the example above, if the probability of winning a jackpot in the low-probability state is 1 / 280 to 1 / 251 for settings 1 to 6, and the rate of increase is 5 times, then the probability of winning a jackpot in the high-probability state will be approximately 1 / 56 to 1 / 50 for settings 1 to 6.
[0076] Furthermore, if there are multiple types of jackpots, the probability of winning at least one specific jackpot can be changed according to the setting value. For example, if there are four types of jackpots, jackpots 1 through 4, the setting value can be configured so that the probability of winning all of jackpots 1 through 4 increases as the setting value is relatively higher, or it can be configured so that only the probability of winning some of the jackpots, such as jackpots 1 through 3, increases (in this case, the probability of winning jackpot 4 will be the same for all setting values), or it can be configured so that only the probability of winning a specific jackpot (for example, only jackpot 1) increases (in this case, the probability of winning jackpots 2 through 4 will be the same for all setting values). Alternatively, the setting value can be configured so that the combined probability of winning jackpots 1 through 4 increases as the setting value is relatively higher. Furthermore, the probability of winning minor wins (details regarding "minor wins" (minor win types, minor win games, etc.) will be explained later) that do not trigger the activation of the conditional device may be changed according to the setting value, similar to the case of the major win mentioned above, or the probability of winning may be the same for all settings.
[0077] Thus, the "setting value" refers to a grade related to the probability (likelihood) of a specific event occurring (winning), such as a jackpot, and is a value that defines events that affect the machine's payout rate in stages. The main control unit 20 can be equipped with setting means that can set setting values related to the probability of winning a specific event, as a functional unit related to the setting value.
[0078] (Regarding changing settings) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are ON, the system is controlled to a state where setting changes are permitted. If the power is turned on by any other switch operation, the system is controlled to a state where setting changes are prohibited. In this state where setting changes are permitted, each time the setting change switch 95 is turned ON, the current displayed value on the setting indicator 97 cycles through the range of settings 1 to 6, such as "1→2→3→4→5→6→1→2→3→...". When the desired setting value is displayed, the setting key switch 94 is turned OFF (setting confirmation operation), and the current displayed value is confirmed as the current setting value, and that setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. Then, when the setting key switch 94 is turned OFF from its current ON state, the state where setting changes are permitted ends, and gameplay starts thereafter with the confirmed setting value.
[0079] (No setting type, 1-stage setting type) Furthermore, the present invention is also applicable to "non-setting type" gaming machines that do not have set values. In the case of non-setting gaming machines, there are no set values to begin with, so there is no need to provide a setting value storage area.
[0080] Furthermore, the present invention is also applicable to gaming machines of the "single-stage setting type," which do not allow switching between multiple setting levels, but only have one setting level. This "single-stage setting type" is similar to the "setting function type" described above, in that operations related to setting levels, such as changing the setting, are possible, but only one setting level can be selected. It is mainly used to ensure compatibility and versatility between models, between the "setting function type" and the "non-setting type," and to facilitate the design of new models. This "single-stage setting type" is essentially the same as a "non-setting gaming machine" in that it has only one setting level. In the case of the "single-stage setting type," even if the setting change switch 95 is operated, only one setting level will be displayed on the setting display 97, for example, "1→1→1→1→...", and only one setting level can be selected.
[0081] Furthermore, the main control unit 20 can transmit various performance control commands to the performance control unit 24 depending on the processing status. However, in order to prevent fraudulent activity from outside, the main control unit 20 only transmits signals to the performance control unit 24 and is configured for one-way communication in which it cannot receive signals from the performance control unit 24.
[0082] (Regarding performance indicator 99) Furthermore, a performance indicator 99 (information display means) that notifies information relating to the game results during a predetermined period (specific game period) (hereinafter referred to as "performance information") is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals to display and control this information.
[0083] The performance indicator 99 of this embodiment consists of multiple 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays 99a to 99d), each with a display unit and a circuit unit integrated into a single unit, are arranged horizontally and mounted on, for example, the main control board 20 to form a display capable of displaying a four-digit number. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment digit. Of the four-digit character displayed by the four 7-segment LEDs, the upper two digits are called the "identification segment," and the lower two digits are called the "ratio segment."
[0084] The "performance information" mentioned above is primarily used by pachinko parlors and relevant government agencies for verification and investigation purposes. For example, it is information used to investigate whether there are any abnormalities in the payout performance due to fraudulent adjustments of the game pins or cheating, or whether the game machine's intended payout performance (designed payout performance) is being properly realized. In other words, it is "information related to game performance (game performance information)." Therefore, it is information that is not directly relevant to players when they are enjoying the game. For this reason, the performance indicator 99 is mounted in an appropriate place inside the game machine, for example, on the control board or on the board case that protects it.
[0085] Furthermore, the main control unit 20 is connected to a payout control board (payout control unit) 29, which in turn is connected to a launch control board (launch control unit) 28 that controls the launching device 32, and a game ball payout device 19 that dispenses game balls. The payout control board 29 is equipped with a computer circuit including a one-chip microcontroller.
[0086] The main roles of the payout control board 29 are to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and transmit information (status signals) regarding the payout operation status to the main control unit 20. The main control unit 20 can send a control command related to the payout (a "payout control command" specifying the number of prize balls) to the payout control board 29 when it is necessary to pay out balls, and on the other hand, the payout control board 29 can send the above-mentioned status signals (status commands) to the main control unit 20.
[0087] The payout control board 29 is connected to a fullness detection sensor 60 that detects the storage state of game balls stored in the upper tray 9 (whether or not the upper tray 9 is full) and a door open sensor 61 that detects the open / closed state of the door structure (in this embodiment, the "front frame 2" and / or the "glass door 6"), and the payout control board 29 is capable of receiving detection signals from these sensors. In this embodiment, the door open sensor 61 functions as a door open detection means and is configured to be ON when the front frame 2 or the glass door 6 is opened forward relative to the outer frame 4 (ON when open) and OFF when it is closed (OFF when closed).
[0088] Furthermore, the door open sensor 61 may be a sensor capable of individually detecting the glass door 6 and the front frame 2. For example, the first door open sensor 61 may detect the open / closed state of the front frame 2, and the second door open sensor 61 may detect the open / closed state of the glass door 6. Also, if the glass door 6 and the front operation panel 7 are door structures that can be opened and closed independently, the system may be configured to detect the open / closed state of the front frame 2, the glass door 6, and the front operation panel 7. In any case, for door structures that can be opened and closed on the front side of the gaming machine 1 (outer frame 4), especially door structures that open the inside of the gaming machine, it is extremely important from the viewpoint of preventing fraudulent activity to provide a sensor capable of detecting the open / closed state. In this embodiment, the detection signal from the door open sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open / closed state of the door structure. However, the present invention is not limited to this configuration, and the detection signal from the door open sensor 61 may be directly input to the main control unit 20.
[0089] Furthermore, the payout control board 29 is capable of receiving detection signals from a supply shortage detection sensor 19a that detects a shortage of game balls and a ball counting sensor 19b that detects the number of game balls (prize balls) to be dispensed. The payout control board 29 is also capable of transmitting control signals to control the payout motor 19c (motor that drives the ball dispensing mechanism) of the game ball dispensing device 19.
[0090] The payout control board 29 is capable of transmitting various status signals based on detection signals from the full-capacity detection sensor 60, door open sensor 61, supply depletion detection sensor 19a, and ball count sensor 19b. These status signals include a "ball jam signal" indicating a full-capacity state, a "door open signal" indicating the open / closed state of the front frame 2 and glass door 6, a "supply depletion signal" indicating insufficient supply of game balls from the game ball payout device 19, a "counting error signal" indicating insufficient payout of prize balls or an abnormality in the ball count sensor 19b, and a "payout completion signal" indicating that the payout operation has been completed. The main control unit 20 monitors the door open state (door open error), whether the payout operation of the game ball payout device 19 is normal or not (supply depletion error), and the full state of the upper tray 9 (upper tray full error (ball jam error)) based on these status signals. Although it was explained above that the detection signal (door open signal) from the door open sensor 61 is input to the main control unit 20 via the dispensing control board 29, it is also possible to configure it so that the signal is input directly to the main control unit 20 without going through the dispensing control board 29.
[0091] The payout control board 29 is connected to the launch control board (launch control unit) 28. In this embodiment, this means that the payout control board 29 is equipped with a launch control IC, and the main control unit 20 directly transmits the launch control signal to the launch control board 28. The main control unit 20 is configured to transmit the launch control signal to the launch control IC (launch control board 28) on the payout control board 29, and directly controls the launch operation of the launch device 32 by controlling the "ON (output = launch operation permitted) / OFF (output stopped = launch operation prohibited)" of the launch control signal. After power is turned on, the main control unit 20 continues to output the launch control signal once the conditions for starting the game are met, but if it determines that a specific error has occurred (for example, a door open error or a ball jam error), it stops the launch control signal (launch control signal OFF).
[0092] The launch control board 28 controls the power supply to the launch solenoid (not shown) located in the launching device 32 based on the output of a launch control signal from the main control unit 20 (launch control signal ON). This enables the launching of game balls by causing the striking hammer (not shown) in the launching device 32 to perform a repetitive motion when the launch operation handle 15 is operated, thereby enabling the continuous launching of game balls. Therefore, if a launch permission signal is not output (launch control signal OFF), no matter how much the launch operation handle 15 is operated, the launching operation will not be performed, and no game balls will be launched. The launch control board 28 is also capable of receiving detection signals (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) located on the launch operation handle 15, and detection signals from a launch stop switch (not shown) located on the launch operation handle 15. The launch control board 28 is configured not to perform a launch operation by the launch device 32, even if it receives a launch control signal from the main control unit 20, if the touch sensor does not detect that the player is touching the handle (non-touch state) or if the launch stop switch on the launch operation handle 15 is operated (launch stop switch ON state). In addition, the strength of the launch of the game ball can be changed according to the amount the launch operation handle 15 is operated.
[0093] (2-2. Performance Control Unit 24) The performance control unit 24 is primarily composed of a microcomputer equipped with a built-in CPU 241 (performance control CPU), a ROM 242 (performance control ROM) that stores performance data and programs required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. In addition, it includes an audio control unit (audio processor), an RTC control unit (Real Time Clock) that manages calendar information related to the current time (real time information) and / or date (month, day, day of the week), counter circuits (16-bit counter, 8-bit counter) for generating hardware random numbers within a certain range, an interrupt controller circuit, a reset circuit, a WDT circuit, and other components to control the overall performance operation. The performance control unit 24, like the main control unit 20, also includes a backup function and a random number generation means (random number generation means for performance lottery) related to performance lottery.
[0094] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, to select and determine performances based on the performance control commands, to control the image display of the liquid crystal display device 36, to control the sound of the speaker 46, to control the illumination of various performance LEDs (decorative lamps 45, button LEDs 13b, and other performance LEDs), and to control the operation of movable parts.
[0095] The performance control unit 24 also includes a display control unit (not shown) that is responsible for the display control (image display performance control) of the liquid crystal display device 36. This display control unit is mainly composed of a VDP (video processing unit) that is responsible for the control of all video output processing such as image unfolding processing and image drawing, an image ROM that stores image data (performance image data) that the VDP performs image unfolding processing on, a VRAM (video RAM) that temporarily stores the image data unfolded by the VDP, a liquid crystal control CPU that outputs control data necessary for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedure of the liquid crystal control CPU and various data necessary for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory. The CPU (sub-control CPU) 241, ROM (sub-control ROM) 242, and RAM (sub-control RAM) 243 can function as the liquid crystal control CPU, liquid crystal control ROM, and liquid crystal control RAM, respectively.
[0096] Furthermore, the performance control unit 24 includes a light display control unit (lamp control unit) for a light display device 45a including decorative lamps 45 and various performance LEDs such as button LEDs 13b, a sound control unit (sound processing unit) for a sound generating device 46a including a speaker 46, and a drive control unit (performance control unit (motor drive circuit)) for movable performance motors 80c, 91c, and 92c that operate movable performance parts (clock-type performance part 80, flower-shaped part 91, arm 92).
[0097] Furthermore, a position detection sensor 82a is connected to the performance control unit 24 to monitor the movement of the movable mechanism. Based on the detection information from the position detection sensor 82a, the performance control unit 24 monitors the current operating position of the movable mechanism (for example, the amount of movement from the origin position) and controls its operation. The performance control unit 24 also monitors for malfunctions in the operation of the movable mechanism based on the detection information from the position detection sensor 82a, and if a malfunction occurs, it performs a predetermined error notification process.
[0098] Furthermore, the performance control unit 24 is connected to a performance button switch 13a that detects the operation of the performance button 13, and to directional key switches 75a' to 75d' that detect the operation of the directional keys 75 (75a to 75d). The performance control unit 24 is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.
[0099] When the performance control unit 24 receives a performance control command from the main control unit 20, it selects one of several pre-prepared performance patterns by lottery or uniquely based on the information contained in the command, and controls various performance means at the necessary timing to produce the desired performance. This enables the display of performance images on the liquid crystal display device 36 (image display performance), the playback of sounds from the speaker 46 (sound performance), and the lighting and flashing of decorative lamps 45 and other performance LEDs (light performance), and various performance patterns (such as the changing display operation of decorative symbols and pre-announcement performances) unfold in chronological order, thereby realizing a "performance scenario" in a broad sense. Furthermore, the performance control unit 24 has a configuration (operation mode identification means) that allows it to identify what kind of operation was performed on the performance button 13 and / or the direction key 75 (for example, pressing, holding, rapid pressing, pressing in the up, down, left, or right direction of the direction key 75) based on operation detection signals from the performance button switch 13a and direction key switches 75a' to 75d' during a predetermined operation reception valid period, and is configured to execute and control the performance according to that operation mode. It is.
[0100] The performance control command defines its function using a two-byte configuration consisting of a one-byte mode and a one-byte event. To distinguish between MODE and EVENT, Bit 7 of MODE is set to ON and Bit 7 of EVENT is set to OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each of the mode and event. Specifically, when the CPU 201 (main control CPU) has a command to send, it sets and outputs mode information for sending the command to the performance control unit 24, and sends the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event information, and sends the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be active by the CPU 201 for a predetermined period to ensure that the CPU 241 (performance control CPU) can reliably receive the command.
[0101] Furthermore, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal and executes a control program for command reception interrupt processing, and performance control commands are acquired during this interrupt processing. In addition, unlike CPU 201, when an interrupt occurs based on the input of a strobe signal, CPU 241 will interrupt the processing of other interrupt-based interrupt processing (timer interrupt processing that is executed periodically) and perform command reception interrupt processing, and will prioritize command reception interrupt processing even if other interrupts occur simultaneously.
[0102] <3. Overview of Operation> Next, the game operation of the gaming machine 1 using the control device described above (Figure 3) will be explained.
[0103] (3-1. Symbol variation display game) (3-1-1. Special Symbol Variation Display Game, Decorative Symbol Variation Display Game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number generation in the main control unit 20 based on predetermined starting conditions, specifically, when a game ball enters (wins) the upper starting opening 34 or the lower starting opening 35. Based on the lottery result, the main control unit 20 displays special symbols 1 and 2 in a variable manner on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has elapsed, the result is displayed on the special symbol display device, thereby ending the special symbol variable display game.
[0104] In this embodiment, the jackpot lottery based on the ball entering the upper starting opening 34 and the jackpot lottery based on the ball entering the lower starting opening 35 are performed separately and independently. For this reason, the jackpot lottery result for the upper starting opening 34 is derived on the special symbol display device 38a side, and the jackpot lottery result for the lower starting opening 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, the first special symbol variation display game is started by displaying special symbol 1 in a variation manner when a game ball enters the upper starting opening 34, while on the special symbol display device 38b side, the second special symbol variation display game is started by displaying special symbol 2 in a variation manner when a game ball enters the lower starting opening 35. Then, when the special symbol variation display game is started on the special symbol display device 38a or the special symbol display device 38b, after a predetermined variation display time has elapsed, the special symbols that were being displayed in the variation display stop in a predetermined "jackpot" pattern if the jackpot lottery result is a "jackpot", in a predetermined "minor win" pattern if the jackpot lottery result is a "minor win", and in a predetermined "miss" pattern otherwise, and the game result (jackpot lottery result) is derived from this.
[0105] In this specification, for the sake of explanation, the first special symbol variation display game on the special symbol display device 38a side may be referred to as "Special Symbol Variation Display Game 1," and the second special symbol variation display game on the special symbol display device 38b side may be referred to as "Special Symbol Variation Display Game 2." Furthermore, unless otherwise necessary, "Special Symbol 1" and "Special Symbol 2" may simply be referred to as "Special Symbol" (or sometimes abbreviated as "Special Symbol"), and "Special Symbol Variation Display Game 1" and "Special Symbol Variation Display Game 2" may be referred to as "Special Symbol Variation Display Game." In addition, the period during a symbol variation display game may be abbreviated as "During Game" to distinguish it from the period during a winning game. Furthermore, unless otherwise specified, the term "during gameplay" refers to the period of a game where symbols are changing and / or a winning game, that is, at least the period other than when the machine is waiting for customers (not in play).
[0106] Furthermore, when the aforementioned special symbol variation display game is started, the decorative symbol variation display game is started by displaying decorative symbols (theatrical game symbols) in a variation manner on the liquid crystal display device 36, and various effects are unfolded in conjunction with this. When the special symbol variation display game ends, the decorative symbol variation display game also ends, and a predetermined special symbol indicating the jackpot lottery result is displayed on the special symbol display device, and a decorative symbol reflecting the jackpot lottery result is displayed on the liquid crystal display device 36. In other words, the theatrical decorative symbol variation display game, which includes the operation of displaying the variation of decorative symbols, reflects and displays the result of the special symbol variation display game.
[0107] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is "jackpot", the decorative symbol variation display game will feature a performance that reflects that result. When the special symbol display device stops displaying a special symbol in a display mode indicating a jackpot (for example, the 7-segment display showing "7"), the liquid crystal display device 36 stops displaying the decorative symbols in the "left", "center", and "right" display areas in a display mode that reflects a "jackpot" (for example, the three decorative symbols in the "left", "center", and "right" display areas show "7", "7", and "7").
[0108] When a "jackpot" occurs, specifically, the special symbol variation display game ends, followed by the decorative symbol variation display game, and as a result, the "jackpot" symbol pattern is displayed. Then, the large prize slot solenoid 52c (see Figure 3) of the special variation prize slot 52 activates, causing the opening door 52b to open and close in a predetermined pattern. This opens and closes the large prize slot 50, resulting in a special game state (jackpot game) that is more advantageous to the player than the normal state. In this jackpot game, the winning area remains open or expanded until the opening time of the large prize winning opening by the opening door 52b is set to a predetermined time (maximum opening time: for example, 29.8 seconds), or until the number of game balls that have entered the large prize winning opening (winning balls that have entered the large prize winning opening 50) reaches a predetermined number (the maximum number of winning balls that can be allowed to enter the winning opening when the opening or expansion of the opening is performed by one operation of the mechanism (maximum number of winning balls): for example, 10). The winning area remains open or expanded until either of these conditions (conditions for ending the round game) is met, and the large prize winning opening is closed (the closing condition is met). This "round game" is repeated for a predetermined number of rounds (for example, a maximum of 16 rounds).
[0109] When the above-mentioned jackpot game begins, an opening sequence is performed using the jackpot start interval time (start INT). After the opening sequence ends, round gameplay is performed multiple times, up to a predetermined number of rounds (maximum number of rounds). When the predetermined number of rounds is completed, an ending sequence is performed using the jackpot end interval time (end INT). This concludes the jackpot gameplay. In other words, a jackpot gameplay session is broadly composed of an opening period, a round gameplay period up to the maximum number of rounds, and an ending period. During round gameplay, "in-round sequences" are displayed, and between round gameplay, "inter-round INT sequences" are displayed.
[0110] Regarding the information necessary to execute the above-mentioned decorative symbol variation display game, the main control unit 20 first performs a jackpot lottery based on the fact that a game ball has entered (won) the upper start port 34 or the lower start port 35, specifically, based on the fact that the game ball has been detected by the upper start port sensor 34a or the lower start port sensor 35a and the start condition (start condition related to special symbols) has been met, which includes a 'win / lose lottery' to determine whether it is a "jackpot", a "minor win", or a "miss", and a 'symbol lottery (winning type lottery)' to determine the type of jackpot if it is a "jackpot", the type of minor win if it is a "minor win", and the type of miss if it is a "miss" (if there is only one type of jackpot, minor win, or miss, the symbol lottery does not need to be performed and can be omitted), and based on the lottery result information, it determines the variation pattern of the special symbols and the special symbols to be displayed at the end (special stop symbols).
[0111] Then, as a performance control command to identify the processing state, a "variation pattern specification command" is sent to the performance control unit 24, which includes at least special symbol variation pattern information (for example, information regarding the jackpot lottery result and the variation time of the special symbols). The variation pattern specification command is determined in association with at least the special symbol type, the winning type, and the number of balls held for operation, and one of several variation patterns is selected by a lottery using a random number for variation patterns. In this way, the basic information required for the decorative symbol variation display game is sent to the performance control unit 24. In this embodiment, in order to provide a wide variety of performances, a "decorative symbol specification command" including information regarding special stop symbols (symbol lottery result information (information regarding the winning type)) is also sent to the performance control unit 24.
[0112] The various performance control commands described above are sent from the main control unit 20 to the performance control unit 24 at the following timings. When the special symbol variation starts, first, a "reserve reduction command" that can identify the number of reserve balls after subtracting 1 from the number of reserve balls on the special symbol side used for this variation display operation, and then a "variation pattern specification command" and a "decorative symbol specification command" based on the jackpot lottery result are sequentially sent to the performance control unit 24. As a result, the variation pattern information of the special symbol for this time (various information related to the jackpot lottery result for this time) is sent to the performance control unit 24, and the special symbol variation display game and the decorative symbol variation display game start. When the variation time (the variation time of the special symbol determined at the start of variation) has elapsed, a "variation stop command" is sent to the performance control unit 24, which sends a message to the performance control unit 24 that the special symbol variation display game has ended, and the decorative symbol variation display game ends at the same time as the special symbol variation display game.
[0113] The special symbol variation pattern information mentioned above may include information that specifies the occurrence of specific pre-announcement effects (for example, the type of reach effect described later, or the pseudo-consecutive effect and its number of occurrences). More specifically, the special symbol variation patterns are broadly divided into "winning variation patterns" for wins and "losing variation patterns" for losses, depending on the outcome of the jackpot lottery. These variation patterns include multiple types of variation patterns, such as 'reach variation patterns' that specify the occurrence of reach effects (including the specification of N-reach 1-2, weak SP reach-strong SP reach types, etc., described later), 'normal variation patterns' that do not specify the occurrence of reach effects, 'pseudo-consecutive reach variation patterns' that specify the occurrence of pseudo-consecutive effects and reach effects, and 'pseudo-consecutive normal variation patterns' that specify the occurrence of pseudo-consecutive effects but do not specify the occurrence of reach effects. Furthermore, for reach variation patterns and pseudo-consecutive variation patterns, the variation time is generally set to be longer than that of normal variation patterns in order to secure the performance time for their pre-announcement effects.
[0114] The performance control unit 24 determines the performance content (performance scenario) to be unfolded chronologically during the decorative symbol variation display game, and the decorative symbol to be displayed at the end (decorative stop symbol), based on the information contained in the performance control commands (here, the variation pattern specification command and the decorative symbol specification command) sent from the main control unit 20. It then controls the "in-variation performance (performance related to the game)" (various performances including pre-announcement performances and decorative symbol variation display performances (decorative symbol performances) during the decorative symbol variation display game) according to a time schedule based on the variation pattern of the special symbols. As a result, the decorative symbols displayed on the liquid crystal display device 36 vary in time with the variation display of the special symbols by the special symbol display devices 38a and 38b, and the duration of the special symbol variation display game and the duration of the decorative symbol variation display game are substantially the same. The performance control unit 24 also controls the liquid crystal display device 36, the optical display device 45a, or the sound generator 46a, respectively, to correspond to the performance scenario and unfold various performances in the decorative symbol variation display game. This enables the playback of images on the liquid crystal display device 36 (image effects), the playback of sound effects (sound effects), and the operation of lighting up and flashing LEDs for effects such as decorative lamps 45 (light effects).
[0115] As described above, the special symbol variation display game and the decorative symbol variation display game have an inseparable relationship, and the result reflected by the special symbol variation display game is expressed in the decorative symbol variation display game. Therefore, these two symbol variation display games may be regarded as equivalent symbol games. In this specification, unless otherwise particularly necessary, the above two symbol variation display games may be simply referred to as the "symbol variation display game". Also, for the convenience of explanation, the number of executions (number of games) of the symbol variation display game (especially the special symbol variation display game) may be referred to as the "number of symbol variations" or "number of variations" or "〇〇 rotations (for example, 1 rotation, 10 rotations, etc.)". Further, the effects related to the symbol variation display game (effects including decorative symbol effects, preview effects, etc.) may be referred to as "effects during variation".
[0116] (3-1-2. Normal Symbol Variation Display Game) Also, in the gaming machine 1, based on the passage (winning) of the game ball through the normal symbol start port 37, the main control unit 20 conducts a "sub-award lottery" by random number lottery. Based on the result of this lottery, the normal symbol represented by the LED is variably displayed on the normal symbol display device 39a to start the normal symbol variation display game, and after a predetermined variation time has elapsed, the result is stopped and displayed in a combination of lighting and non-lighting of the LED. For example, when the result of the normal symbol variation display game is "with sub-award", the display unit of the normal symbol display device 39a is stopped and displayed in a specific lighting state (for example, all 2 LEDs 39 are in the lighting state).
[0117] When this "auxiliary win" occurs, the ordinary electric mechanism solenoid 41c (see Figure 3) is activated, causing the movable blade 47 to open in an inverted "V" shape, opening or expanding the lower start opening 35, making it easier for game balls to flow in (start opening state), resulting in an auxiliary game state that is more advantageous to the player than the normal state (hereinafter referred to as "ordinary electric opening game"). In this ordinary electric opening game, the movable blade 47 of the ordinary variable prize winning device 41 opens or expands the prize winning area until the opening time of the lower start opening 35 (the operating time for the movable blade 47 to open the lower start opening 35) has elapsed for a predetermined time (for example, 0.2 seconds), or until the number of game balls that have entered the lower start opening 35 reaches a predetermined number (for example, 4 balls). When either of these conditions is met, the lower start opening 35 is closed, and this operation is repeated a predetermined number of times (for example, up to 2 times).
[0118] (3-1-3. Operation Reserve Ball) In this embodiment, during a special / decorative symbol variation display game, a normal symbol variation display game, a jackpot game, or a normal power release game, if a ball enters one of the start ports 34-35 or the normal symbol start port 37, that is, if a detection signal is received from the start port sensors 34a-35a or the normal symbol start port sensor 37a and the corresponding start condition (symbol game start condition) is met, this is stored as data relating to the right to start the variation display game, up to a predetermined upper limit of the maximum number of reserved memories (for example, a maximum of 4), excluding those related to the variation display. Reserved data that is not being used for the symbol variation display operation, or the game balls related to this reserved data, are also called "operated reserved balls". To make the number of these operated reserved balls clear to the player, a dedicated reserved ball indicator (not shown) is provided in an appropriate place on the game machine 1, or a reserved ball indicator provided as an icon image on the screen of the liquid crystal display device 36 is lit up.
[0119] In this embodiment, up to four operational reserve balls for each of the special symbols 1, special symbol 2, and normal symbols are reserved and stored in the corresponding memory area of the RAM 203, and are reserved as the number of times the special symbol or normal symbol variation is confirmed. There is no particular limit to the maximum number of operational reserve balls that can be stored for each of the special symbols 1, special symbol 2, and normal symbols (maximum number of reserved balls). Furthermore, all or part of the maximum number of reserved balls for each symbol may be different, and the number can be appropriately determined according to the gameplay. Hereafter, the operational reserve balls for special symbol 1, special symbol 2, and normal symbols will also be referred to as special symbol 1 operational reserve ball, special symbol 2 operational reserve ball, and normal symbol operational reserve ball, respectively.
[0120] (3-2. Game state) Next, the game states will be described. In the game machine 1 according to this embodiment, in addition to the special game state of a big win, multiple types of game states can be generated. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.
[0121] The gaming machine 1 of this embodiment is equipped with a "probability variation function (probability variation function)" in which the main control unit 20 (CPU 201) is responsible for its function. There are two types of probability variation functions: a probability variation function related to special symbols (hereinafter referred to as the "special symbol probability variation function") and a probability variation function related to ordinary symbols (hereinafter referred to as the "ordinary symbol probability variation function").
[0122] The special symbol probability variation function changes the probability of winning a jackpot from a low probability (for example, 1 / 320) to a high probability (for example, 1 / 32) compared to the normal probability, creating a "high probability state (jackpot high probability state)" that is more advantageous than the normal state. When this special symbol probability variation function is active and the game is in a high probability state, the probability of winning a jackpot becomes higher, making it easier to win a jackpot.
[0123] The regular symbol probability variation function is a function that changes the probability of drawing an auxiliary win from a predetermined low probability (for example, 2 / 256) to a high probability (for example, 254 / 255), thereby creating an "auxiliary win probability variation state" that is more advantageous than the normal state. When this regular symbol probability variation function is active, the probability of drawing an auxiliary win becomes high, making auxiliary wins more likely to occur, normal power release games occur more frequently, and the operating rate of the movable wing pieces 47 per unit time is improved compared to the normal state.
[0124] Furthermore, the gaming machine 1 of this embodiment is equipped with a "variation time reduction function (time reduction function)" whose function is performed by the main control unit 20. There are two types of time reduction functions: a time reduction function related to special symbols (hereinafter referred to as the "special symbol time reduction function") and a time reduction function related to regular symbols (hereinafter referred to as the "regular symbol time reduction function").
[0125] The special symbol time reduction function is a feature that creates a "special symbol time reduction state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops). When this special symbol time reduction function is active, the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a non-reach losing variation is shortened from 8 seconds to 2 seconds), resulting in a state of increased chances of winning per unit time compared to the normal state.
[0126] The normal symbol time reduction function is a function that creates a "normal symbol time reduction state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbols start to vary until they stop). When the normal symbol time reduction function is active (normal symbol time reduction state), the average variation time of the normal symbols in one normal symbol variation display game is shortened (for example, from 30 seconds to 1 second), and the number of auxiliary win draws per unit time is increased compared to the normal state.
[0127] Furthermore, the gaming machine 1 of this embodiment is equipped with an "open extension function" in which the main control unit 20 is responsible for its function. This open extension function is a function that generates an "open extension state" in which the opening operation period (open time of the movable wing piece 47) of the normal variable prize winning device 41 is extended compared to the normal state. In the open extension state, the opening operation period (start opening state time) of the movable wing piece 47 is extended, for example, from 0.2 seconds to 1.7 seconds, and the number of openings and closings is extended, for example, from 1 time (when the open extension function is not in operation) to 2 times (when the open extension function is in operation), resulting in an improved operating rate state in which the operating rate of the movable wing piece 47 per unit time is improved compared to the normal state. Therefore, when the opening extension function is activated, the frequency of winning in the lower starting opening 35 increases. As a result, the frequency of the conditions for starting the special symbol variation display game that derives the jackpot lottery result is higher than in the normal state, and the game state becomes more advantageous for the player compared to the state in which the opening extension function is not activated (inactive). For this reason, the above-mentioned opening extension state is also called the "electric tuner support state".
[0128] By activating one or more of the above functions, it is possible to bring about a change in the internal game state of the gaming machine. In the following, for the sake of explanation, the game state in which the special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and opening extension function are activated will be referred to as the "probability change state," the game state in which the special symbol probability change function is removed from among these functions will be referred to as the "time reduction state," the game state in which at least the special symbol probability change function is activated and the opening extension function is not activated (in this embodiment, the game state in which only the special symbol probability change function is activated) will be referred to as the "latent probability state," and the state in which none of the functions are activated (inactive) will be referred to as the "normal state." Therefore, focusing on the probability of winning a jackpot in these game states, when the game state is "Shortened Time State" or "Normal State," the probability of winning a jackpot is at a "Low Probability State (Normal Probability)," and when the game state is "Hidden Probability State" or "Probability Variation State," the probability of winning a jackpot is at a "High Probability State." In addition, during a jackpot related to the activation of the condition device, a winning game occurs in which the large prize slot is opened and closed, but all of the above functions are deactivated, and the game is basically under the same game state as the normal state described above.
[0129] Regarding each of the above-mentioned game states, focusing on the presence or absence of the electric tuner support state, if the game state is "normal state" or "hidden probability state", it will be "no electric tuner support state" (hereinafter referred to as "no electric tuner support state"), and if the game state is "time-saving state" or "probability change state", it will be "electric tuner support state present" (hereinafter referred to as "electric tuner support state"). In this embodiment, in the probability change state or time-saving state with electric tuner support present, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function operate simultaneously, making it easier for normal electric tuner opening games to occur, and resulting in a game state in which the operating rate of the movable wing piece 47 is significantly improved.
[0130] The operation status of each of the above functions that determine the game state (special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and open extension function) is managed by the main control unit 20, which controls whether these functions are operating (5AH) or not operating (00H) by the ON / OFF state of the flags corresponding to these functions. Furthermore, the current game state is managed using an identifier called "game state number YJ". For example, if game state number YJ is "00H", it specifies 'normal state'; if it is "01H", it specifies 'time reduction state'; if it is "02H", it specifies 'hidden probability state'; and if it is "03H", it specifies 'probability change state'. The game state that focuses on the operation status of each of these functions is also called the "internal game state".
[0131] <4. Regarding winning> Next, with reference to Figure 4, the "winning" feature of the gaming machine according to this embodiment will be explained.
[0132] (4-1. Types of Winning Games and Winning Games) In the gaming machine 1 of this embodiment, as shown in the figure, there are multiple types of wins that are the target of the big win lottery, such as "Big Win 1 to 11" and "Minor Win 1". Of these wins, Big Win 1 to 11 are wins that belong to the big win type that triggers the activation of the condition device, and Minor Win 1 is a win that belongs to the minor win type that does not trigger the activation of the condition device. Here, "condition device" refers to a device whose operation is a condition necessary for the operation of the continuous mechanism operation device (a device that continuously operates special electric mechanism) for performing round games, and which operates when a specific combination of special symbols is displayed or when a game ball passes through a specific area in the big prize pocket (excluding when a ball enters the big prize pocket while the continuous mechanism operation device is operating). Furthermore, the operation of the continuous mechanism operation device is a condition for generating the electric support state (open extension function operation) or probability fluctuation. The opening pattern for the large prize slot consists of one or more unit opening periods, each of which begins with the opening of the large prize slot and is controlled to close the open large prize slot once the number of winning balls entering the slot reaches a predetermined number (maximum number of winning balls). Winning games in which two or more unit opening periods are executed consecutively are "jackpot" type games in which the continuous mechanism operation device is activated, while winning games in which only one unit opening period is a minor win type game in which no round game is played.
[0133] Therefore, if a minor win is achieved, the continuous mechanism operation device does not activate, and a round game like a major win is not performed. However, the opening and closing of the large prize slot is controlled in the same, very similar, or completely different manner as the round game performed by a major win; in other words, a "pseudo-round game" is performed. Such minor wins differ in nature from simple "misses" in that, like major wins, they are a type of win that triggers a transition to a winning game (special game state) involving the opening and closing of the large prize slot. Although minor win 1 belongs to the 'minor win' category, for the sake of explanation, unless there is a particular need to distinguish it from the major wins mentioned above, it will be treated on the same level as one of the major win categories.
[0134] In Figure 4, the notations "16R," "8R," "4R," and "2R" in the "Winning Details" column for jackpots 1-11 indicate the prescribed number of rounds (maximum number of rounds) for each jackpot. The notation "Long Opening" in the same column indicates a jackpot where the maximum opening time of the large prize slot during one round of play is set to a "long opening time (for example, 29.8 seconds)" which is expected to allow the number of balls entering the large prize slot to reach the maximum number of balls (10). "Short Opening" indicates a jackpot where the maximum opening time of the large prize slot is set to a "short opening time (for example, 1.8 seconds)" which is shorter than "Long Opening." The opening pattern of the large prize slot can be one or more different opening patterns (the same applies to minor wins).
[0135] Furthermore, the terms "Kakuhen," "Jitan," and "Hentai Kaku" indicate the triggers for transitioning to the Kakuhen state, the Jitan jackpot, and the Hidden Kaku jackpot, respectively. For example, "12R Long-Opening Kakuhen Jackpot" for Jackpot 1 indicates a jackpot that triggers the transition to the Kakuhen state, with a maximum of 12 rounds, and the large prize slot for each round opens and closes in a long-opening pattern. The profit during jackpot play increases with a relatively larger maximum number of rounds, and the maximum opening time of the large prize slot is higher with a long-opening pattern than with a short-opening pattern.
[0136] (4-2. Regarding the game state to transition to after a winning game) Furthermore, the "Game State at Time of Winning" column in Figure 4 shows the transition destination after the jackpot ends, depending on the game state at the time of winning each jackpot. Referring to Figure 4, if you win jackpots 1, 3, 5, 8, and 10, regardless of the game state at the time of winning, you will transition to the "Probability Fluctuation State (High Probability, with Electric Support)". In other words, jackpots 1, 3, 5, 8, and 10 are all jackpots that trigger a transition to the Probability Fluctuation State (High Probability, with Electric Support). Also, if you win jackpots 2, 4, and 9, you will transition to "Time Reduction A (100 Time Reduction Rounds)", and if you win jackpots 6 and 11, you will transition to "Time Reduction B (50 Time Reduction Rounds)". In other words, jackpots 2, 4, 6, 9, and 11 are all jackpots that trigger a transition to the Time Reduction State (Low Probability, with Electric Support). Furthermore, if you win the jackpot 7, and the game state at the time of winning is the normal state, you will transition to the "hidden probability state (high probability, no electric support)," and if you are in the hidden probability / short time state or probability change state, you will transition to the "probability change state."
[0137] In this embodiment, the "hidden probability state," "probability change state," and "time reduction state" are maintained until the number of executions of the special symbol variation display game (number of special symbol variations) is completed a predetermined number of times. If the special symbol variation display game ends within that predetermined number of times without a big win (excluding minor wins that do not trigger a transition to an internal game state), the game transitions to the normal state (normal game state) from the next game.
[0138] In this embodiment, the termination conditions (specified number of times) for the "hidden probability state," "probability change state," and "time reduction state" are set to the total number of executions of Special Symbol Variation Display Games 1 and 2 (total number of variations of Special Symbols 1 and 2). However, the termination conditions can be defined as follows (Rule 1) to (Rule 8).
[0139] (Rule 1) When the total number of executions of Special Symbol Variation Display Game 1 (Special Symbol 1 side) and Special Symbol Variation Display Game 2 (Special Symbol 2 side) reaches a predetermined number of executions (the case of this embodiment). (Rule 2) When either the special symbol variation display game 1 is executed N times (0 < N), or the special symbol variation display game 2 is executed M times (0 < M). Note that the relationship between N times and M times can be "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as gaming performance and payout rate). (Rule 3) When the normal symbol variation display game is executed a predetermined number of times (prescribed number of times) (it may also be when the winning frequency per bonus reaches the prescribed number of times). Note that for the said predetermined number of times (prescribed number of times), multiple types of prescribed numbers of times can be provided according to the type of gaming state. For example, in the case of time shortening A (first time shortening), it is P1 times (0 < P1), and in the case of time shortening B (second time shortening), it is P2 times (0 < P2), etc. Note that the relationship between P1 times and P2 times can be "P1 = P2", "P1 < P2", or "P1 > P2" according to the specifications of the gaming machine (such as gaming performance and payout rate). (Rule 3) An end condition combining the above (Rule 1) and (Rule 3) may be adopted. For example, when the special symbol variation display games 1 and 2 are executed 100 times (total number of executions), or when the normal symbol variation display game is executed 50 times (the prescribed number of times according to the type of time shortening (for example, P1 = 50 times, P2 = 100 times, etc.) may also be applicable), and either case is satisfied. (Rule 5) An end condition combining the above (Rule 2) and (Rule 3) may be adopted. For example, when the special symbol variation display game 1 is executed 10 times, when the special symbol variation display game 2 is executed 50 times, or when the normal symbol variation display game is executed 50 times (the prescribed number of times according to the type of time shortening (for example, P1 = 50 times, P2 = 100 times, etc.) may also be applicable), and either case is satisfied. (Rule 6) When the winning frequency of small wins reaches a predetermined number of times. Note that when there are multiple small win types, the end condition may be that the winning frequency of at least one specific small win reaches a predetermined number of times n (n ≤ 1). Note that the timing of counting the winning frequency of small wins can be determined according to any of the following (Ka α) to (Ka γ). (α) When the symbol variation display game related to the minor win (minor win game) has ended. "End of minor win game" may be when the symbol variation display has ended (trigger for end of variation time), or when the confirmation display time (500ms) set after the end of the symbol variation display has elapsed (trigger for end of confirmation display time). (β) When a minor win game is initiated (a case where the current game state ends when a minor win game is initiated). (γ) When the minor win game ends (the current game state ends when the minor win game ends). In the case of (β) or (γ) above, the number of times the minor win game is performed (the number of times the special electric mechanism is activated by the minor win game) becomes the actual condition for the termination of the game state. (Rule 7) When the auxiliary game is played a predetermined number of times. Note that multiple types of predetermined numbers may be set depending on the type of game state. (Rule 8) A termination condition combining at least two of the above-mentioned (Rule 1) to (Rule 7) may be adopted. For example, if the above-mentioned (Rule 1) and (Rule 6) are adopted, the time-saving state can be terminated when either the total number of executions of Special Symbol Variation Display Game 1 (Special Symbol 1 side) and Special Symbol Variation Display Game 2 (Special Symbol 2 side) or the number of minor wins meets the specified number of times that constitutes the time-saving state termination condition. Furthermore, the above (Rules 1) to (Rules 8) can be applied to any of the following: "Hidden Probability State," "Probability Change State," and "Time Reduction State."
[0140] Regarding the predetermined number of rounds mentioned above, for the latent probability state or probability state, a predetermined number of rounds (the upper limit of the number of special symbol variation display games in which the high probability state continues: hereinafter also referred to as "predetermined ST rounds" or "ST rounds") is set (so-called machines with a limited number of rounds = "ST type", "ST machine", "probability ST machine", etc.). In relation to the probability of winning a jackpot (for example, the probability of winning a jackpot during probability variation, settings 1-6 = 1 / 41-1 / 32), the number of ST rounds can be set to an appropriate finite number (for example, ST rounds = about 33 rounds) in order to make the continuation rate of the high probability state a moderate winning rate (for example, a continuation rate of about 65%). Of course, it is also possible to configure the machine to continue the high probability state until the next jackpot is won (probability variation continuation rate of 100%) (for example, by setting the number of ST rounds to an infinite number (infinite ST rounds) or not setting the number of ST rounds at all) (general probability variation type).
[0141] Furthermore, to ensure that the high probability state can be maintained at virtually 100% until the next big win, the number of ST rounds, such as "10,000 rounds" or "65,536 rounds," which cannot be completed within the operating hours of a pachinko parlor, may be set. In this case, the number of ST rounds is a "finite number," but since it is essentially the same as the case of an infinite number of rounds (the configuration with a 100% probability of continuing the bonus round as described above), such an ST round may be treated as belonging to the category of "infinite number (infinite ST rounds)."
[0142] Furthermore, regarding the time-saving state, in the case of time-saving state A, the number of time-saving rounds is set to 100, and in the case of time-saving state B, the number of time-saving rounds is set to 50. In this embodiment, an example is shown in which different numbers of time-saving rounds are set depending on the type of jackpot, but it is also possible to configure it so that the same number of time-saving rounds (for example, 70) is set regardless of the type of jackpot. In addition, a special jackpot may be provided in which, after the jackpot game transitions to a probability variation state, when a predetermined number of ST rounds (for example, 50 rounds) has ended, only the high probability state is terminated (the special symbol probability variation function is turned OFF), and the game state is transitioned to a "low probability state + electric support state", that is, a "time-saving state (for example, 50 time-saving rounds)". This jackpot grants "50 ST rounds + 50 time-saving rounds", but since it first transitions to a probability variation state, it is treated as belonging to the probability variation jackpot category.
[0143] Furthermore, for at least one time-saving state, the number of times that time-saving state can be set to an unlimited number (infinite time-saving), or the number of times that cannot be used up within the operating hours of the pachinko parlor (for example, "10,000 times" or "65,536 times") can be set. The former, an unlimited number (infinite time-saving), strictly speaking means that the number of times that time-saving state can be used without limit (infinite), but the number of times that effectively guarantees the time-saving state until the next jackpot (for example, 10,000 times or 65,535 times) can be treated as belonging to "infinite time-saving." In addition, if a number of times that cannot be used up within the operating hours of the pachinko parlor (for example, around 5,000 times) is granted, it can also be treated as belonging to "infinite time-saving."
[0144] (Regarding winning a minor prize) Next, we will explain the game state after a minor win. If a minor win is achieved, the game state (internal game state) at the time of the minor win continues as is. In other words, no control is performed to change the internal game state due to the minor win. Therefore, the internal game state at the time of the minor win and the internal game state after the minor win are both the same internal game state. For example, if minor win 1 is achieved during the normal state, the normal state continues during and after the win. In this respect, it differs in nature from the aforementioned "big win" in which control is performed to change the internal game state. Also, the closing condition of the big prize slot 50 during a minor win is the same as during a big win: until a predetermined time has elapsed or until the maximum number of winnings is reached. Utilizing this transition pattern, in this embodiment, when minor win 1 or big win 7 (2R short opening hidden probability) is achieved during the normal state, the following game operation control is performed. The gameplay of a win with minor win 1 (minor win game) is controlled to be substantially the same as that of a win with major win 7 (2R short opening hidden probability) (executing a pseudo 2R major win game: pseudo 2R short opening), and the in-game effects are also substantially the same. Furthermore, after these wins, the game transitions to the same effect mode (CZ effect mode described later). As a result, even if a win with minor win 1 is achieved, it is possible to make it appear as if a win with major win 7 has been achieved (concealing the type of win). This gives players the expectation that they may have entered a high-probability state, even if they have won minor win 1, thinking that they may have entered a hidden probability state.
[0145] In this embodiment, when a "minor win 1" or a "big win 7" is won during the normal state, the game transitions to the same chance performance mode (CZ performance mode) for a predetermined period of time (for example, until the special symbol has been rotated four times) to create a sense of anticipation for entering a high-probability state. This CZ performance mode functions as a performance mode that creates a sense of anticipation for entering a high-probability state. The CZ performance mode transitioned to when a minor win 1 is won is actually "CZ (Normal)" when the game state is "Normal State", and the CZ performance mode transitioned to when a big win 7 is won is actually "CZ (Hidden Probability)" when the game state is "Hidden Probability State".
[0146] Furthermore, the gaming machine according to the present invention is not limited to the ST type or general probability variation type models described above, but may also be a model in which the transition of the game state is defined as follows. (Machine 1) A specific area (V area) through which the game ball can pass is provided within the large prize winning area. When one or more specific jackpots are won (for example, jackpot 1, jackpot 3), the machine is configured to allow the game ball to pass through that specific area easily (pass through), while for other jackpots, the machine is configured to make it difficult or impossible for the game ball to pass through the specific area. Only when the game ball passes through this specific area (so-called "V entry") is the special symbol probability change function activated. This may result in a so-called "V probability change type" machine that transitions to a probability change state or a hidden probability change state depending on the type of jackpot. (Machine 2) The machine may also be a so-called "fall-down lottery type" machine in which a lottery for transitioning from high probability to low probability (fall-down lottery) is held every game while in a hidden probability state or a probability change state. In a fall-down lottery type, if the fall-down lottery is won, the machine will transition from a probability change state to a time-saving state or from a probability change state to a normal state in the game in which the win occurred. (Machine 3) The machine may also be a so-called "limiter-equipped type" that has a limiter function that limits the number of times the high probability state continues to a predetermined upper limit. A typical example of this limiter-equipped type is the "set type," which is configured to allow the operation of the 100% special symbol probability change function (probability change state or latent probability state) to continue until a predetermined upper limit is reached. For example, in a machine where the above upper limit is 5 times (5-pack), the operation of the special symbol probability change function is allowed to continue from the first big win until the 5th big win, and the operation of the special symbol probability change function is forcibly terminated when the 5th big win is achieved, and the game state after the big win game ends is changed to a game state in which the probability of winning a big win is low (normal state or time-saving state). (Machine 4) A specific area (V area) through which game balls can pass is provided in the large prize opening. When a jackpot is won (when the jackpot symbol is displayed on the special symbol display device), it is considered a "Type 1 win," and a jackpot game is played in which the large prize opening is opened up to a predetermined number of rounds. On the other hand, when a minor win is won (when the minor win symbol is displayed), a minor win game is played in which the large prize opening is opened for the equivalent of one round. If a game ball passes through the V area (V-win) during this time, it is considered a "Type 2 win," and the condition device and the continuous mechanism operation device are activated to play a win game (V-win game) similar to a Type 1 win. This may be a so-called "Type 1 and Type 2 mixed type" machine (for example, the game machine described in Japanese Patent Publication No. 2013-236851). A Type 2 win is controlled to a "V-win game" in which a round game similar to a jackpot game is played multiple times, depending on the type of minor win. For example, if there are three minor wins (1-3), then as a V-win game, if the V-slot is hit during minor win 1, a 16-round long-open time-saving big win will be executed; if the V-slot is hit during minor win 2, an 8-round long-open time-saving big win will be executed; and if the V-slot is hit during minor win 3, a 4-round long-open time-saving big win will be executed. However, since the minor win game when the V-slot is hit is counted as the 1st round, the long-open round game will be executed from the 2nd round. (Machine 5) A so-called "simultaneous variation type" machine may be configured to allow the display of variation of special symbol 1 and variation of special symbol 2 to be executed in parallel. In this "simultaneous variation type," the probability of winning a small win is set to a high probability, and a "small win rush" can be generated by winning small wins in succession, thereby increasing the number of balls dispensed in a short time (for example, the gaming machine described in Japanese Patent Application Publication No. 201889012).
[0147] Furthermore, the termination conditions (prescribed number of times) for at least one of the game states, such as the time-saving state, the probability variation state, and the hidden probability state, can be determined as follows (Regulation 1) to (Regulation 10). (Rule 1) When the total number of executions of Special Symbol Variation Display Game 1 (Special Symbol 1 side) and Special Symbol Variation Display Game 2 (Special Symbol 2 side) reaches a predetermined number of executions. (Rule 2) When either the special symbol variation display game 1 is executed N times (0 < N), or the special symbol variation display game 2 is executed M times (0 < M). The relationship between N times and M times can be "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as game characteristics and payout rate). (Rule 3) When the normal symbol variation display game is executed a predetermined number of times (specified number of times) (it may also be when the winning frequency per bonus reaches the specified number of times). The said predetermined number of times (specified number of times) can have multiple types according to the type of significant state. For example, in the case of the first time shortening, it is P1 times (0 < P1), and in the case of the second time shortening, it is P2 times (0 < P2), etc. The relationship between P1 times and P2 times can be "P1 = P2", "P1 < P2", or "P1 > P2" according to the specifications of the gaming machine (such as game characteristics and payout rate). (Rule 4) An end condition combining the above (Rule 1) and (Rule 3) may be adopted. For example, when the special symbol variation display games 1 and 2 are executed 100 times (total execution times), or when the normal symbol variation display game is executed 50 times (the specified number of times according to the type of time shortening (such as P1 = 50 times, P2 = 100 times, etc.) may also be applicable), and either of these conditions is satisfied. (Rule 5) An end condition combining the above (Rule 2) and (Rule 3) may be adopted. For example, when the special symbol variation display game 1 is executed 10 times, the special symbol variation display game 2 is executed 50 times, or when the normal symbol variation display game is executed 50 times (the specified number of times according to the type of time shortening (such as P1 = 50 times, P2 = 100 times, etc.) may also be applicable), and either of these conditions is satisfied. (Rule 6) When the winning frequency of small wins reaches a predetermined number of times. When there are multiple small win types, the end condition may be when the winning frequency of at least one specific small win reaches the predetermined number of times n (n ≤ 1). The timing of counting the small win winning frequency can be determined according to any of the following (Ka α) to (Ka γ). (α) When the symbol variation display game related to the minor win (minor win game) ends (cases where the time-saving game state ends when the minor win game ends). The minor win game may end when the symbol variation display ends (trigger for the end of variation time), or when the confirmed display time after the end of the symbol variation display (see Figure 13 below) has elapsed (trigger for the end of confirmed display time). (β) When a minor win game has started (a time-saving game state ends when a minor win game starts). (γ) When a minor win game ends (a time-saving game state ends when a minor win game ends). In the case of (β) or (γ) above, the number of times the minor win game is played (the number of times the special electric mechanism is activated by the minor win game) becomes the effective condition for ending the time-saving state. (Rule 7) When the auxiliary game is played a predetermined number of times. Note that multiple types of predetermined numbers may be set depending on the type of game state. (Rule 8) A termination condition combining at least two of the above-mentioned (Rule 1) to (Rule 7) may be adopted. For example, if the above-mentioned (Rule 1) and (Rule 6) are adopted, the time-saving state can be terminated when either the total number of executions of Special Symbol Variation Display Game 1 (Special Symbol 1 side) and Special Symbol Variation Display Game 2 (Special Symbol 2 side) or the number of minor wins meets the specified number of times that constitutes the time-saving state termination condition. (Rule 9) When a game with changing symbols is used as a termination condition (as per (Rule 1) to (Rule 3) above), either the termination trigger for the game state may be the termination of the changing symbols display (trigger for termination of changing symbol time) or the termination of the confirmed display time after the changing symbols display has ended (trigger for termination of confirmed display time).
[0148] <5. Regarding the direction> (5-1. Presentation Mode) Next, the performance modes (performance states) will be described. The gaming machine 1 of this embodiment is provided with multiple types of performance modes that produce performances related to the game state, and is configured to allow transitions between each performance mode in response to changes in the game state.
[0149] The above-mentioned performance modes include multiple types of performance modes corresponding to each game state, such as "Normal Performance Mode" for "Normal State," "CZ Performance Mode" for "CZ," "Hidden Probability Performance Mode" for "Hidden Probability State," "Probability Variation Performance Mode" for "Probability Variation State," "Shortened Time Performance Mode" for "Shortened Time State," and "Winning Game Performance Mode" for "Winning Game State." The "Normal C Performance Mode" corresponding to "CZ" serves as a "Hidden Performance Mode" that, in terms of performance, conceals the current jackpot lottery probability state (internal game state) and creates a sense of anticipation for the player that it is in a high probability state. Furthermore, the same or different performance modes may be adopted for multiple game states depending on the purpose and gameplay. For example, a common Shortened Time Performance Mode may be used for Shortened Time A and Shortened Time B, or different performance modes (Shortened Time A Performance Mode, Shortened Time B Performance Mode).
[0150] The performance control unit 24 (CPU 241) has a function unit (performance state transition control means) that controls transitions between multiple types of performance modes. The performance control unit 24 controls the transition from one performance mode to another in a manner consistent with the game state on the main control unit 20 (CPU 201), based on information contained in performance control commands that include information about the game state, specifically, in certain performance control commands that specify the current game state or specify a transition in the game state, and manages the performance modes related to the game state. The above-mentioned specific performance control commands include a variation pattern specification command, a game state specification command (a command that specifies the current game state), a customer waiting command, and commands sent during a win (a jackpot start command and a jackpot end command).
[0151] Furthermore, in each performance mode, the background display (hereinafter also referred to as "background performance") that serves as the background for the display screen showing the variation of decorative symbols is controlled to switch to a background display related to the game state, so that the player can understand which performance mode corresponds to the game state they are in. For example, in "Normal Performance Mode," a background performance that evokes the season 'Spring' (for example, a background performance that displays a background image of cherry blossom trees), in "Shortened Time Performance Mode," a background performance that evokes the season 'Summer' (for example, a background performance that displays a background image of the sea), in "Probability Variation Performance Mode," a background performance that evokes the season 'Autumn' (for example, a background performance that displays a background image of autumn leaves), and in "Hidden Probability Variation Performance Mode," a background performance that evokes the season 'Winter' (for example, a background performance that displays a background image of snow-covered mountains).
[0152] In each performance mode, the background display (background effect) that serves as the background for the display screen of the changing decorative symbols is changed to an effect corresponding to the performance mode. For example, in "Normal Performance Mode," a background effect reminiscent of the season 'Spring' (for example, displaying a background image of cherry blossom trees) appears, and in "Shortened Performance Mode," a background effect reminiscent of the season 'Summer' (for example, displaying a background image of the sea) appears. This suggests the current state of play. Not only is the background display changed, but the BGM and decorative symbols (pictures) may also be changed according to each performance mode. Furthermore, at least one of the background display, BGM, and decorative symbols may be a common effect between one performance mode and another performance mode. For example, the hidden probability performance mode and the shortened performance mode may share a common background effect (both displaying a background image of snow-covered mountains).
[0153] (5-2. Preview Direction) Next, the pre-announcement performance will be described. The performance control unit 24 is configured to be able to present various "pre-announcement performances" related to the jackpot lottery result (winning / losing lottery result and / or symbol lottery result) based on the content of the performance control command from the main control unit 20 (information included in the variation pattern designation command, the decorative symbol designation command, the hold addition command to be described later, etc.). Specifically, it is possible to execute a "pre-announcement performance" related to the performance mode (including the performance stage to be described later) and the jackpot lottery result (pre-announcement performance control means).
[0154] Basically, the pre-announcement performance is a performance executed as part of the ongoing performance (performance related to the symbol variation display game), and various pre-announcement performances can appear in the ongoing performance. The main roles of the pre-announcement performance are to announce (suggest) the degree of expectation of winning (winning expectation degree) and the occurrence expectation degree (appearance expectation degree) of a specific pre-announcement performance. Most of the pre-announcement performances serve as "stimulating performances" to arouse the player's winning expectation feeling.
[0155] Typical pre-announcement performances include "Reach performance", "Pseudo-consecutive performance", "Player participation type performance", "Step-up performance (SU pre-announcement)", "Stage change performance", "Forecast pre-announcement performance", etc. These performances will be described below.
[0156] (5-2-1. Reach performance) The "Reach performance" refers to a performance mode with a Reach state (a variation display mode with a Reach state), specifically, a performance mode that can derive and display the game result via the Reach state.
[0157] "Reach state" refers to a state in which, prior to the result of a decorative symbol variation display game, some of the decorative symbols that are derived and displayed during the game constitute part of a display pattern (winning symbol) that indicates a win (a win has occurred), while the variation display of decorative symbols that have not yet been derived and displayed is still in progress. This variation display pattern uses theatrical decorative symbol variation display patterns to suggest (predict) that a display pattern indicating a specific type of win (such as a big win or a small win) is likely to be derived (that there is a possibility of winning a specific type of win), thereby increasing the player's expectation of winning. For example, if the combination of decorative symbols indicating a jackpot win (jackpot symbols) is a set of symbols such as "7 (left symbol)", "7 (middle symbol)", and "7 (right symbol)", then on a predetermined winning line, the left and right symbols, which are part of the set of symbols, will display "7" (a ready state), while the remaining middle symbol (the remaining symbol that does not constitute the ready state) will be displayed while fluctuating rapidly, frame by frame, shaking, enlarging, shrinking, and deforming.
[0158] Therefore, even if a reach state is formed, the result of the decorative symbol variation display game is not necessarily a "jackpot." If the final result is not a stop display pattern (jackpot symbol) indicating a jackpot, the result of this game is a "miss." In the example above, the left and right symbols that make up the tenpai state (reach symbols) are symbols that make up the reach state, and in this sense they are also called "reach component symbols." Reach effects involve the display of such reach states, and when a reach effect appears, the probability of winning is relatively higher than in normal variation.
[0159] The reach effect includes multiple types of reach effects associated with the winning expectancy. For example, when a specific reach effect appears, there is a case where the winning expectancy relatively increases compared to when a normal reach effect (N-reach (Normal Reach)) appears. Such a reach effect is called 'SP-reach (Super Reach)'. Most of these 'SP-reaches' have a relatively longer effect time (fluctuation time) than the N-reach in order to arouse the player's winning expectancy, and are usually executed via the N-reach. The N-reach of this embodiment includes multiple types of N-reaches such as 'N-reach 1-2', and the SP-reach includes multiple types of SP-reaches such as 'weak SP-reach, medium SP-reach, strong SP-reach'. Regarding the relationship of the winning expectancy among the same types, the relationships of 'N-reach 1 < N-reach 2' and 'weak SP-reach < medium SP-reach < strong SP-reach' are set, and among different types, the relationship of 'N-reach 1 < N-reach 2 < weak SP-reach < medium SP-reach < strong SP-reach' is set. Note that the actual winning expectancy changes according to whether other preview effects appear or not. For this reason, for example, even when a weak SP-reach appears, if a preview effect with a high winning expectancy is involved, it may have a winning expectancy equal to or higher than that of the medium SP-reach.
[0160] In addition, the SP-reach includes a developed type SP-reach (SPSP-reach) that develops from one SP-reach to another SP-reach. This 'SPSP-reach' has the highest expectancy among the SP-reaches, and in this embodiment, it is treated as belonging to the strong SP-reach type. Multiple types of SPSP-reaches can be provided. For example, multiple types of SPSP-reaches with different winning expectancies such as weak, medium, and strong may be provided, or multiple types with the same winning expectancy may be provided. Most of the SPSP-reaches develop into the SPSP-reach via the SP-reach (for example, the weak SP-reach or the medium SP-reach), but rarely there is a 'direct hit type SPSP-reach' that develops directly into the SPSP-reach without passing through the SP-reach. This direct hit type SPSP-reach has a higher winning expectancy than the normal SPSP-reach that passes through the SP-reach.
[0161] Furthermore, there are "direct hit reaches (sudden hits)" that appear to be non-reach animations (normal spins) that do not go through a reach state, giving the player the impression that it is a losing spin, but the final game result is a winning symbol. For example, the symbols stop in the order of "left symbol, middle symbol, right symbol," that is, without going through a reach state, and when the final right symbol stops, the winning symbol (symbols line up) is displayed (the winning symbol stops and is displayed suddenly). Also, reach animations in which the winning symbol stops and is displayed without developing into an SP reach or SPSP reach also belong to this direct hit reach category.
[0162] Furthermore, there is a "full rotation" where, either after going through a reach state or without going through a reach state, the display maintains a winning symbol for a predetermined amount of time, and this display signals a confirmed win. This "full rotation" and the aforementioned "direct win reach" can also be treated as belonging to the reach effect.
[0163] In this embodiment, if the game result is a win, the winning symbols are derived and displayed in the symbol variation display game via the above-mentioned reach effect; that is, some kind of reach effect appears in the process of deriving and displaying the winning symbols. For this reason, the presence or absence of a reach effect serves as a clue to the player's ability to know the probability of winning a certain type of prize (for example, a jackpot). Therefore, various pre-announcement effects are provided that suggest the possibility of a reach occurring, in other words, effects that can make the probability of winning clearer. In the symbol variation display game, one or more types of pre-announcement effects may occur in combination (which can include simultaneous, overlapping, or execution timings that differ chronologically (occurring at different times) (hereinafter the same applies in this specification)), and the occurrence of multiple pre-announcement effects in combination indicates a clearer probability of winning. For example, the probability of winning is made clearer and the probability of winning is increased when one or more pre-announcement effects accompany a reach effect compared to when a reach effect occurs alone. Such pre-announcement effects can be broadly divided into "pre-announcement effects" that can occur before a reach (before the winning combination is complete) and "post-announcement effects" that can occur after a reach (during a reach). In addition, some pre-announcement effects also foreshadow the possibility or confirmation of other pre-announcement effects other than the reach effect (for example, pseudo-consecutive wins or stage change effects).
[0164] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the preview effects is a "pseudo-consecutive effect (hereinafter abbreviated as "pseudo-consecutive")".
[0165] "Pseudo-connection" refers to an effect mode accompanied by a pseudo-continuous variation display state (so-called "pseudo-variation") of a decorative pattern. This "pseudo-variation" means that during a single decorative pattern variation display game, a part or all of the decorative pattern is temporarily stopped once (it is also possible to use one or more pseudo-connection exclusive patterns instead of the normal decorative pattern), and from this temporarily stopped state, a re-variation display operation of the decorative pattern is executed, and such a display operation is repeated one or more times. For example, the decorative pattern is temporarily stopped and displayed as "775" (pseudo-variation), and after the decorative pattern is variably displayed again, the final decorative pattern is stopped. In this regard, it is different from the "forecast preview effect" described later that can be executed across multiple symbol variation display games. Pseudo-connection is mainly used as an effect mode that expresses that the variation display operation of the decorative pattern is executed multiple times during a single symbol variation display game by sandwiching the temporarily stopped state of the decorative pattern one or more times.
[0166] Basically, the occurrence rate of "pseudo-connection" is determined so that the winning expectation increases as the number of pseudo-variations increases. For example, the occurrence expectation of a preview effect with a higher winning expectation (for example, SP reach) is higher when the number of pseudo-variations is two than when it is one. Therefore, when the current variation effect is composed of an effect scenario including a reach effect, "pseudo-connection" mainly occurs in the stage before the reach state is formed (the stage before the reach effect), and after one or more pseudo-variations are performed, the reach effect is executed in this variation (the variation display operation executed after a series of pseudo-variations ends), and the final game result is derived and displayed.
[0167] In this embodiment, when "N pseudo-consecutive (N=2, 3, 4)" is written, it means the number of times in a series of fluctuation display operations including pseudo-consecutive and main fluctuations. For example, when "2 pseudo-consecutive + N reach" is written, it means that N reach is executed after 1 pseudo-fluctuation. In the case of advanced reach sequences, pseudo-consecutive sequences may occur in the stage before the reach state related to the final advanced SP reach is formed. For example, the sequence may be "1st pseudo-consecutive → N reach + 2nd pseudo-consecutive (for example, using the pseudo-consecutive sequence as an SP reach development prompt) → 3rd pseudo-consecutive during the SP reach (for example, using the pseudo-consecutive sequence as an SPSP reach development prompt) → SPSP reach starts, final result announcement". In other words, pseudo-consecutive sequences may be executed between the stage before the N reach is executed and the SPSP reach is executed. In any case, in this embodiment, a maximum of four pseudo-consecutive spins can occur, consisting of "three pseudo-spins + one main spin," but it is also possible to generate "five pseudo-consecutive spins" (a premium type of pseudo-consecutive spin) that only appear when a win is confirmed.
[0168] (5-2-3. Player-participation type of performance) In this embodiment, one of the pre-announcement effects is a pre-announcement effect that belongs to the category of "player-participatory effects."
[0169] A "player-participation type of performance" is a type of pre-announcement performance in which the content of the performance may change based on the content of the operation (result of the operation) when a predetermined operation (for example, pressing once, holding down, pressing repeatedly, etc.) is performed on the control means (performance button 13 and / or directional key 75). Because player-participation type performances use control means, they are also called "button pre-announcement performances" or "button operation performances."
[0170] In player-participation type performances, when a predetermined button validity period arrives, a predetermined performance (pre-operation performance) occurs, including an "operation instruction performance" that prompts (instructs) the player to perform a predetermined operation on the control means. If the player operates the control means during the button validity period, or if the button validity period expires, the currently displayed performance changes to another performance (post-operation performance) based on the content of that operation. Depending on the performance mode (performance content) before and after the operation, information such as the probability of winning, the jackpot lottery result (win / lose result, symbol lottery result), or setting indications can be notified. The performance control unit 24 includes an operation validity period setting means that sets an operation acceptance validity period during which the operation of the control means becomes valid based on predetermined conditions (for example, a predetermined timing during a player-participation type performance), a pre-operation performance control means that controls a predetermined pre-operation performance during the button validity period, and a post-operation performance control means that controls a predetermined post-operation performance based on the fact that the performance button was operated during the operation validity period.
[0171] Player-participation features are generally implemented as part of the pre-announcement features (part of the pre-announcement scenario). Typical examples include "reach features," "pseudo-consecutive wins," "step-up pre-announcements," and "pre-read pre-announcements" that incorporate player-participation features. In the case of player-participation reach features, for example, a button pre-announcement feature is triggered at a predetermined timing before or after a reach, and the player is notified of the expected development to a specific reach or the expected winning probability depending on the result of the player-participation feature. Typical examples include changes in the display of specific objects or characters in response to button operation, the occurrence of special sound effects or light effects, the progression of a story-like scenario (such as the progression of the content of a conversation in a dialogue feature), and notification of win or loss during a specific reach feature (for example, when the control device is operated, a movable mechanism operates in a pattern depending on whether or not a jackpot has been won).
[0172] (5-2-4. Step-up announcement) In this embodiment, one of the preview effects is a "step-up preview (SU preview)" in which the effect can develop in stages (steps).
[0173] In the "step-up preview", a production corresponding to the number of steps (phases) is executed, which is a preview production mode where the winning expectation level increases when it develops to a more advanced number of steps. Therefore, when the production ends at the first step, the winning expectation level is the lowest, and when it develops to the final step, the winning expectation level is the highest. For example, in the case of a step-up preview that can develop into three steps consisting of steps 1 to 3, the relationship of the winning expectation levels is "step 1 < step 2 < step 3". When stepping up, not only the "normal step preview (N-step preview)" that develops sequentially like "step 1 → step 2 → step 3", but also the "super step-up preview (SP step-up preview)" that develops to multiple steps ahead at once like "step 1 → step 3" exists. As the relationship of the winning expectation levels, it is "N-step preview < SP step preview".
[0174] (5-2-5. Stage change production (background change preview, background change notice)) Also, in this embodiment, as one of the preview productions, there is a "stage change production".
[0175] The "stage change production" is a preview production mode that can suggest the winning expectation level, etc., by shifting the current production stage to another production stage (for example, changing the background display) during the symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game). Note that the stage change production is a production mode in which the production stage changes as a preview production, and just because the stage change production has occurred, it does not mean that the game state has shifted (a shift from one game state to another game state (for example, a shift from the normal state to the potential confirmation state, etc.)) and the production mode such as the background display has changed. The "stage change production" has the following preview modes.
[0176] (C1) A preview mode that suggests the winning expectation level, etc., according to the production stage to which it shifts. For example, when shifting to production stage A, it suggests a low expectation level, and when shifting to production stage B, it suggests a high expectation level. (C2) A type of pre-announcement that suggests the probability of winning based on the difference in cut-in animations that occur when a transition to a different performance stage takes place. For example, if the transition to a different performance stage occurs when character A appears, it suggests a low probability of winning, while if the transition to a different performance stage occurs when character B appears, it suggests a high probability of winning.
[0177] Furthermore, the stage change animation may not specifically indicate the probability of winning, but simply be a visual representation of a stage change. In this case, it is used solely to prevent the animation from becoming monotonous.
[0178] (5-2-5. Pre-announcement effect: Figure 5A, Figure 5B) A "pre-announcement effect (pre-announcement)" is a type of effect that allows for advance notification of the expected probability of winning with respect to an activated reserved ball (an unplayed activated reserved ball) that has not yet been used in the execution of the symbol variation display game (the operation of the special symbol variation display). This is achieved by utilizing the reserved ball display pattern and the effects during the symbol variation display game that are executed earlier in the timeline.
[0179] Using Figure 5A, an overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned look-ahead notification, will be explained. Figure 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.
[0180] The liquid crystal display device 36 is provided with a display area for decorative patterns (left pattern, middle pattern, right pattern), and in a part of the screen (below the display area for decorative patterns in the illustration), there is a reserve display area 76 that displays the number of reserved balls for special feature 1 operation and a reserve display area 77 that displays the number of reserved balls for special feature 2 operation. The presence or absence of reserved balls for operation is indicated by an illuminated state (reserved balls for operation: "○ (white circle)" in the illustration) or an unlit state (no reserved balls for operation: dashed circle in the illustration), and information regarding the current number of reserved balls for operation is provided.
[0181] The display regarding the presence or absence of these reserved balls (hereinafter referred to as "reserved ball display") is displayed sequentially in the order of their occurrence (order of winning), and in each reserved ball display area 76, 77, the leftmost reserved ball is displayed as the first to occur on the time axis (i.e., the oldest) among all the reserved balls in that reserved ball display. In this embodiment, as shown in the figure, a part of the screen of the liquid crystal display device 36 is provided with reserved ball display sections a1~d1 (corresponding to the special symbol 1 side) and a2~d2 (corresponding to the special symbol 2 side), each consisting of reserved icons (icon images) equal to the maximum number of reserved balls to be stored (4). Normally, the display mode of these reserved ball display sections a1~d1 and a2~d2 is switched to the operating state (lit state) for the same number as the number of reserved balls present when making a pre-read determination, for example, only 3. Therefore, these reserved ball display sections function as reserved ball display means for displaying the number of reserved balls. However, when executing the pre-announcement described later, the hold display mode of one of the hold display units a1-d1 and a2-d2 is changed to a predetermined pre-announcement display mode (special hold display mode), thereby acting as a means to generate the pre-announcement.
[0182] Furthermore, to the left of the hold display areas 76 and 77, a variable display area 78 is provided to show the active hold balls currently being used in the special symbol variation display game. In this embodiment, the variable display area 78 is configured to display an image in which the icon of the game-running hold K currently being used in the game is placed on the icon of the receiving seat J. That is, when the variation display of special symbol 1 or special symbol 2 begins, the oldest hold icon (icon image) of hold a1 or a2 that was displayed in the hold display areas 76 and 77 moves to the icon of the receiving seat J in the variable display area 78 as the icon of the game-running hold K, and this state is maintained for a predetermined display time.
[0183] Also, in the lower right corner of the liquid crystal screen shown in Fig. 5A, as a display area for a sub-performance (sub-performance) separate from the main performance such as a decorative pattern or a preview performance, the holding balls in Figs. 1 and 2 of the special drawing, the number of holding balls in the general drawing, information (mini decorative pattern) related to the variable display operation in Figs. 1 and 2 of the special drawing, and information (mini normal pattern) related to the variable display operation in the general drawing can be displayed in a sub-display area 79. The information in this sub-display area 79 continues to be displayed even when the decorative pattern is not displayed and / or the holding display part becomes non-displayed when displaying the preview performance. Therefore, currently, whether the symbol variable display game is in progress or not and how many holding balls there are can be identified by the information in the sub-display area 79. For example, even when an effect occurs where the entire screen goes into a blackout state and the decorative patterns (left, middle, and right patterns) are once non-displayed from the screen, the mini decorative pattern continues to be displayed in the sub-display area 79. The sub-display area 79 is provided in an area that does not interfere with the main performance because of its role of displaying a sub-performance.
[0184] In addition, according to the game state (game mode or internal game state), the display area of the holding display area 76 can be displayed more prominently than the holding display area 77 (for example, preferentially displayed or displayed larger), and conversely, the display area of the holding display area 77 can be displayed more prominently than the holding display area 76. For example, during the first game state (for example, a game state advantageous for left hitting: normal state or short-time and low-payout state), the holding display area 76 can be highlighted, and during the second game state (for example, a game state advantageous for right hitting: short-time state), the holding display area 76 can be highlighted. Also, during the first game state, both the holding display areas 76 and 77 can be displayed, and during the second game state, the holding display area 77 can be preferentially displayed (for example, only the holding display area 77 is displayed).
[0185] (Regarding the preview notice) Next, we will explain the pre-announcement feature. Regarding the appearance control of this pre-announcement feature, first, in the main control unit 20, when an activated reserved ball is generated (when the activation condition is met), before the activated reserved ball is used to execute the symbol variation display game (special symbol variation display operation), a "pre-announcement win determination (pre-announcement win / loss determination, pre-announcement symbol determination)" is performed to determine in advance the jackpot lottery result (win / lose lottery result, symbol lottery result) related to the activated reserved ball.
[0186] Furthermore, using the results of the "pre-read win determination" described above, a "pre-read variation pattern determination" is performed to determine in advance the variation pattern of the special symbols (the variation pattern at the start of variation) when the activated reserved ball is used to execute the variation display game in the future. This variation pattern of the special symbols determined in advance is called the "pre-read variation pattern." In this pre-read variation pattern determination, for example, the variation pattern at the start of variation is determined in advance, such as whether it will be a reach variation pattern that goes through a reach state, or a normal variation pattern that does not go through a reach state.
[0187] Furthermore, since the above-mentioned pre-read variation pattern is determined using at least the results of the win / loss lottery (in this embodiment, the results of the pre-determination of the win / loss lottery and the symbol lottery), the pre-read variation pattern information can include not only information on whether it is a "winning variation pattern" when a win is achieved or a "losing variation pattern" when a loss is achieved (at least information related to the win / loss lottery results), but also information on the execution of specific pre-announcement effects, such as whether there is a reach (if there is a reach, the type of reach) and whether there is a pseudo-consecutive win (if there is a pseudo-consecutive win, the number of wins). This series of processes, which determines the pre-read variation pattern after the pre-read win determination, is called "pre-read determination".
[0188] Therefore, this pre-read fluctuation pattern (pre-read fluctuation pattern determination information) includes at least pre-read determination result (pre-read win / loss result) information of the win / loss lottery result at the start of the fluctuation, and can also include pre-read determination result (pre-read symbol result) information of the symbol lottery result and pre-read determination result (pre-read fluctuation pattern) information regarding the fluctuation pattern at the start of the fluctuation. What information regarding the pre-read determination is sent to the performance control unit 24 can be appropriately determined depending on what kind of notification content is to be announced. For example, the "pre-read fluctuation pattern" obtained by the pre-read determination when an operating reserve ball is generated does not necessarily have to be the "fluctuation pattern at the start of the fluctuation" obtained when the operating reserve ball is used for the fluctuation display operation. For example, in the case of a fluctuation pattern that specifies "N Reach 1" at the start of the fluctuation, the content specified by the pre-read fluctuation pattern may be not the reach type "N Reach 1" itself, but rather the core "N Reach type (N Reach 1 or N Reach 2)".
[0189] When this pre-read fluctuation pattern information is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs performance control processing related to the pre-read notification. Specifically, when a pre-read determination is made, a "reserve addition command (pre-read specification command)" is transmitted from the main control unit 20 to the performance control unit 24, which includes information that can identify the number of activated reserve balls at the time of the pre-read determination (the number of existing activated reserve balls including the activated reserve ball that occurred this time) and information that can identify the above pre-read fluctuation pattern information (information that has determined the win / loss lottery result at least at the start of the fluctuation). When the performance control unit 24 receives the reserve addition command, it performs performance control processing related to the reserve display and the pre-read notification based on the information contained in the command (see, for example, Figures 12 (S598) and 14 described later). The above "reserve addition command" consists of two bytes: upper-byte data that can identify the special symbol type information (whether it is special symbol 1 or 2) and the number of activated reserve balls at the time of the pre-read determination (when a win occurs), and lower-byte data that can identify the above pre-read fluctuation pattern information.
[0190] Specifically, when the performance control unit 24 receives a hold-add command, it performs a "pre-read notification lottery (winning lottery process)" based on the pre-read variation pattern information to determine whether or not to execute (appear) the pre-read notification. If the pre-read notification is to be executed, the performance scenario related to the pre-read notification is determined, and the pre-read notification is displayed according to that performance scenario (see Figures 5A and 5B). The probability of executing the above pre-read notification is higher for "jackpots" than for "misses," and also higher for pre-read variation pattern types with a relatively higher probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-read notification occurs. The pre-read notification may appear at the timing when the activated hold-add ball is generated, simultaneously with the start of the symbol variation display game that takes place chronologically earlier, or at a predetermined timing during that game, targeting the activated hold-add ball.
[0191] The probability of executing the above pre-announcement lottery is higher for "jackpot" than for "miss," and also higher for pre-announcement variation pattern types with a relatively higher probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-announcement occurs. The pre-announcement can be executed at the timing when the activated reserve ball is generated, simultaneously with the start of the symbol variation display game that takes place chronologically earlier, or at a predetermined timing during that game, targeting the activated reserve ball.
[0192] (Pre-announcement related to winning: Reserve change announcement) In this embodiment, when a pre-announcement is executed (when the pre-announcement lottery is won), a reserve change announcement may be executed in which the reserve icon that is the target of the pre-announcement among the reserve icons in the reserve display units a1~d1 and a2~d2 changes from, for example, the white of the normal reserve display (normal reserve display mode) to a "special reserve display mode" such as the blue, yellow, green, red, danger pattern (D pattern), or rainbow special reserve colors or colors of the announcement display. This reserve change announcement may appear when a prize is won (a reserve display of a new active reserve ball), and is therefore also called a "prize-winning-time pre-announcement."
[0193] As an example of this hold change notification, Figure 5A shows an example where the operating hold ball in the hatched hold display section b1 changes to a special hold display. Here, the display of the hold icon in white flashing, blue, yellow, green, red, and rainbow colors indicates the likelihood of winning in that order, with the rainbow-colored hold icon being a premium hold icon (win-guaranteed hold notification) that indicates a guaranteed jackpot. In addition, a hold display mode that suggests a change to a special hold display (hold change expectation display (hold change expectation notification)) may be provided, for example, a "white flashing" display. The main role of this white flashing icon display is to suggest the possibility of the "step-up type hold change notification" described later occurring, and to make the viewer anticipate what the final hold color will be. However, there are also cases where the hold color does not change and it remains white flashing. Therefore, in the case of white flashing, if the hold display remains the same, the likelihood of winning is the lowest among the special hold displays, but if it changes to another hold color, the likelihood of winning increases to that of the hold color.
[0194] In this embodiment, with respect to the pre-announcement effects, pre-announcement effects that have a high probability of winning are selected with a relatively low probability (low appearance rate) when the jackpot lottery result is a miss, and selected with a relatively high probability (high appearance rate) when the jackpot is won. Pre-announcement effects with a winning probability of 20% or more are treated as "high expectation (high winning probability)" pre-announcement effects, and all others are treated as "low expectation (low winning probability)" pre-announcement effects. In the case of the aforementioned reserve change pre-announcement, if the winning probabilities for blue, yellow, green, red, D pattern, and rainbow color are 5%, 9%, 20%, 30%, 50%, and 100% (almost 100%), then "green, red, D pattern, and rainbow color" belong to the high expectation pre-announcement effects, and the others (blue and yellow) belong to the low expectation pre-announcement effects (green may be classified as a medium expectation pre-announcement and blue as a low expectation pre-announcement effect). If a pre-announcement occurs, and a high-probability announcement (such as a high number of consecutive pseudo-reels or an SP reach) with a relatively high probability of winning occurs during the symbol variation display game targeting the activated reserved ball, the expectation of winning will be further increased in combination with the content of the pre-announcement announcement.
[0195] Existing active reserved balls are consumed sequentially when the symbol variation display game is executed. At this time, in order to indicate that one active reserved ball has been consumed, the display position of the reserved ball display section corresponding to the existing active reserved ball is shifted forward (sequentially to the left), and the number of displayed balls is reduced. This is a display control (shift display), but the special reserved ball display mentioned above continues to be displayed continuously while changing the display position of the reserved ball display during this time. In this respect, the pre-announcement is different from the pre-announcement effect that is performed during a single symbol variation operation, such as a pseudo-consecutive win, in that a dedicated pre-announcement effect can appear across multiple symbol variation display games (multiple symbol variation display operations).
[0196] In this embodiment, the system can be configured to perform pending change notifications as described below (A) to (C). (A) Cases in which a special reserve display appears when a prize is won (the above-mentioned reserve change notification when a prize is won). For example, cases in which it appears at the timing of the display of a new active reserve ball. (B) Cases in which the display changes from a normal hold indicator to a special hold indicator at a predetermined timing. For example, when a win is achieved, the display is a normal hold indicator (white), but at a predetermined timing, the display changes from a normal hold indicator to a special hold indicator (white → blue, white → red, etc.). (C) Cases in which, at a predetermined timing, the current hold display (normal hold display or special hold display) is changed to a special hold display that has a relatively higher probability of winning than the current hold display. For example, cases in which the display changes from blue (current special hold display) to yellow or a higher hold color (other special hold displays) in a step-up manner (a hold color with a probability one or more levels higher).
[0197] In addition, the "predetermined timing" in cases (B) or (C) above includes, for example, a predetermined timing during the reduction of the reserve (while the shift display is running) or during a symbol variation display game related to other active reserve balls (a variation-in-play effect) (for example, a predetermined timing during a specific pre-announcement effect). This refers to a case where, after displaying a reserve related to a new active reserve ball, a reserve change pre-announcement related to that active reserve ball is executed at a predetermined timing. Furthermore, a reserve change pre-announcement in which one reserve display changes to another reserve display at a predetermined timing after the reserve display, as in (B) or (C) above, is also called a "step-up type reserve change pre-announcement." This step-up type reserve change pre-announcement can be treated as one form of the "symbol variation-in-play pre-announcement" described later.
[0198] Furthermore, when a reserved ball K is placed on the receiving seat J during gameplay, the same display mode as the reserved ball display mode in the reserved ball display areas 76 and 77 is basically maintained, and a pre-announcement (special reserved ball display) targeting the activated reserved ball related to the symbol variation display game can be notified to the player even during the game. However, when a reserved ball K is placed on the receiving seat J during gameplay, or at a predetermined timing after it is placed on the receiving seat J, the display of the reserved ball K during gameplay may change to another display mode (such as a reserved ball color or item image with a high probability of winning). From this point of view, the display change of the reserved ball K during gameplay can also be treated as belonging to the above-mentioned "step-up type reserved ball change announcement".
[0199] In principle, there is no "special reserve display downgrade" where the current reserve color changes to a reserve color with a relatively lower probability of winning. However, if a downgrade does occur exceptionally, it will be suggested that the activated reserve ball is a guaranteed win (or even a high probability), and it will be a premium reserve change notification. Cases of downgrade include, for example, when the reserve color changes to a reserve display with a lower probability of winning than the current reserve display, such as "blue → white" or "red → blue". In addition, the reserve display method is not limited to a reserve icon display using still images (static display method), but may also be a reserve icon display using video (animation) (dynamic display method: for example, displaying the reserve icon by rotating, vibrating, shaking, or flashing (fast flashing or slow flashing)).
[0200] (Pre-announcement during symbol change (pre-announcement during change)) Furthermore, in this embodiment, a "pre-announcement" can be executed at the start of the symbol variation display game or at a predetermined timing during gameplay. Since this pre-announcement can appear during symbol variation, it is a pre-announcement that changes at the start of variation or during symbol variation, and is referred to as a "pre-announcement during variation" in this specification.
[0201] This "pre-announcement during variation" includes, for example, the "step-up type reserve change announcement" and "continuous announcement" mentioned above. A "continuous announcement" is, for example, a pre-announcement that displays a special announcement image for pre-announcement and displays it sporadically or continuously in one or more symbol variation display games. In other words, with regard to pre-announcement during variation, if a game ball enters the start slot and the start condition is met during a certain symbol variation display game, the right to execute the symbol variation display game related to the fulfillment of that start condition is temporarily reserved and stored, and a pre-announcement lottery is held to determine whether or not to execute the pre-announcement announcement. If the pre-announcement lottery is won and the pre-announcement is executed, and there are multiple active reserve balls (reserve memory) existing at that time, all or some of those reserve memories can be expressed in a way that has some kind of relationship with the symbol variation display games.
[0202] For example, during all or some of the existing active reserved balls, from the oldest active reserved ball in memory order to the active reserved ball targeted for the pre-announcement, during the symbol variation display game, the pre-announcement image (for example, the lightning image in Figure 5B) is displayed on the screen of the liquid crystal display device 36. Furthermore, when the pre-announcement is performed during multiple symbol variation display games, the system may be configured to display different pre-announcements in at least one of the symbol variation display games. For example, when displaying a pre-announcement image over three symbol variation display games, the same "lightning image" may be displayed in the first to third symbol variation display games, or a different pre-announcement image (for example, a thundercloud image) may be displayed in at least one of the first to third symbol variation display games.
[0203] Furthermore, the probability of winning may differ depending on the type of pre-announcement image. For example, if there are three types of pre-announcement images, such as a "thundercloud image," a "rain image (an image displaying rain falling from a thundercloud)," and a "lightning image," the thundercloud image could be associated with a low probability of winning, the rain image with a medium probability, and the lightning image with a high probability. In this case, if the pre-announcement image ends with only the thundercloud image, the probability of winning is low, but if the lightning image is displayed, the expectation of winning increases dramatically, creating a dramatic effect. Additionally, the system may be configured to allow for step-up type pre-announcements. For example, the first reel spinning game could display a "thundercloud image," the second a "rain image" (an image depicting rain falling from a thundercloud), and the third a "lightning image." This creates a step-up type of pre-announcement where the level of expectation increases with each reel spinning game, progressing from "thundercloud image (SU1) → rain image (SU2) → lightning image (SU3)." In this case, if the game ends with only the first stage, the thundercloud image (SU1), the expectation of winning is low, but if it progresses to the lightning image (SU3), the expectation of winning increases dramatically, creating a dramatic effect.
[0204] In this embodiment, the pre-announcement during reel spin and the pre-announcement of a change in the reserve ball can appear independently of each other. Specifically, the feasibility of executing the pre-announcement of a change in the reserve ball and the feasibility of executing the pre-announcement during reel spin are determined by independent lotteries. Therefore, there are cases in which the pre-announcement of a change in the reserve ball occurs alone, cases in which the pre-announcement of a change in reel spin occurs alone, and cases in which the pre-announcement of a change in the reserve ball and the pre-announcement of a change in reel spin occur simultaneously (overlapping). In addition, the pre-announcement is not limited to an image display means, but can use various effects means such as movable parts, light effects, sound effects, etc.
[0205] (Example of pre-announcement effect: Figure 5B) Next, with reference to Figure 5B, an example of a pre-announcement effect produced by the gaming machine 1 of this embodiment will be described.
[0206] Figure (1) shows a scenario where, during a game where the symbols are changing (the "↓" in the diagram indicates that the decorative symbols are changing), a ball enters the upper start opening 34, resulting in 3 activated reserved balls on the special symbol 1 side. Of these 3 balls, the second activated reserved ball whose variation start action is executed is the target of the pre-read notification effect. Here, we show a case where the reserved ball change notification and the pre-read notification during variation occur simultaneously. In this case, the first and third activated reserved balls, which were reserved earlier and later, are assumed to be activated reserved balls for which the pre-read notification was not executed (pre-read lottery was not won).
[0207] As shown in Figure (1), the performance control unit 24 changes the reserve display of the second activated reserve ball that is the target of the pre-announcement to a special reserve display. At this time, the reserve displays corresponding to the first and third activated reserve balls that are not the target of the pre-announcement remain as normal reserve displays (white). The figure shows the case where the reserve display of the second activated reserve ball that is the target of the pre-announcement changes from a normal reserve display (white circle (○)) to a special reserve display (hatted circle). This notifies the player that the pre-announcement performance has started. Figure (1) shows the state after the currently running symbol variation display game has ended and the decorative symbols have stopped displaying "246", which corresponds to a miss.
[0208] The game progresses to Figure (2), where the main control unit 20 starts a special symbol variation display game based on the first (oldest activated reserved ball) activated reserved ball on the special symbol 1 side, and consumes that activated reserved ball (consumes one). The performance control unit 24, at the start of the special symbol variation display game, shifts the reserved display mode corresponding to each activated reserved ball to the left, to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol variation display game based on the first activated reserved ball. At this time, as a pre-announcement during variation, a special background effect (lightning effect using lightning image display) is displayed on the screen of the liquid crystal display device 36. As a result, the screen of the liquid crystal display device 36 takes on the display mode shown in Figure (2).
[0209] The game then progresses to the diagram (3), and it is assumed that the currently running symbol variation display game has ended and the decorative symbols have stopped displaying "351", which corresponds to a losing outcome.
[0210] Next, the game progresses to Figure (4), where the main control unit 20 starts a special symbol variation display game based on the second activated reserved ball, that is, the activated reserved ball that was the target of the pre-announcement effect, and consumes that activated reserved ball. The effect control unit 24, at the start of the special symbol variation display game, shifts the reserved display mode corresponding to each activated reserved ball to the left and starts a decorative symbol variation display game based on the second activated reserved ball. At this time, the special reserved display of the reserved change announcement disappears from the screen when the above shift occurs, and ends with the start of the current symbol variation display game (along with the consumption of the activated reserved ball), and thereafter is displayed as reserved K during game execution. The pre-announcement during variation (lightning effect in this case) also ends with the occurrence of the current symbol variation display game. Figure (4) illustrates the screen display of the liquid crystal display device 36 immediately after the start of the symbol variation display game. In Figure (4), it was explained that the lightning effect of the pre-announcement during reel spin (pre-announcement during reel spin) ends after occurring in the current symbol spin display game (the symbol spin display game related to the activated reserve ball (second) that is the target of the pre-announcement). However, it is not limited to this, and it may also end in the previous symbol spin display game. Furthermore, although the above explanation focused on pre-announcements targeting special symbols, the system may be configured to allow pre-announcements targeting regular symbols, depending on the gameplay.
[0211] (6. Direction means) Various effects in the gaming machine 1 are produced by effect means installed in the gaming machine. Such effect means can be any stimulus transmission means that can produce an effect by appealing to human senses such as sight, hearing, and touch. Typical examples include light generating means such as decorative lamps 45 and LED devices (light effect means), sound generating devices such as speakers 46 (sound effect means), effect display devices such as liquid crystal display devices 36 (display means), pressure devices that transmit contact pressure to the operator's body, vibration devices that give vibrations to the player (for example, the firing operation handle 15 vibrates), wind pressure devices that give wind pressure to the player's body, or movable parts that produce a visual effect through their operation. Here, effect display devices are display devices that appeal to the sense of sight, just like image display devices (image display means), but they differ from image display devices in that they also include non-image devices (for example, 7-segment displays). When referring to an image display device, it primarily means a type that creates a performance (image display performance) through image display. Devices that create a performance using means other than images, such as 7-segment displays, are included within the concept of the above-mentioned performance display device.
[0212] (7. Specific configuration of the performance control board (performance control unit) 24: Figure 7) The specific configuration of the performance control board (performance control unit) 24 will be explained using Figure 7.
[0213] As previously explained, the performance control board (performance control unit) 24 controls various performance means such as the liquid crystal display device 36, speaker 46, LED 45, movable props 80 and 90, and air blower. The speaker 46, LED 45, motors 80c, 91c, and 92c of the movable props, and the liquid crystal display device 36 are directly controlled by this performance control board 24.
[0214] As shown in Figure 7, the performance control board 24 is equipped with a sub-one-chip microcontroller 800, which consists of a CPU 241 (sub-control CPU 241) that receives commands from the main control board (main control unit) 20 to execute and control various performances and control the display images shown on the liquid crystal display device 36, a ROM 242 (sub-control ROM 242) that stores a control program describing the performance control procedure and the performance scenario table PR_TBL shown in Figure 6, and a RAM 243 (sub-control RAM 243) that functions as a work area and buffer memory.
[0215] Furthermore, the performance control board 24 is equipped with a VDP (Video Display Processor) 803, a CGROM (character generator ROM) 804 that stores still image compression data and video compression data, and a DDR2SDRAM (Double e-Data-Rate2 Synchronous Dynamic Random Access Memory) 805 which consists of a work area for decompressing video compression data and a frame buffer area for temporarily storing image data displayed on the liquid crystal display device 36. The VDP 803 generates image data of the performance image based on commands sent from the performance control board 24 and sends it to the liquid crystal display device 36.
[0216] A still image is a so-called sprite image, representing a single image such as text data, a background image, or a special pattern. A video, on the other hand, refers to a collection of multiple still images (multiple frames) that change continuously, and smooth operation is reproduced by drawing multiple still images in succession on the liquid crystal display device 36. The drawing operation of these sprite images will be described later based on Figures 8 and 9.
[0217] Furthermore, the still image compression data and the video compression data are not created together, but are created separately and stored separately in the CGROM804. However, because the still image compression data, which consists of text data such as characters, and the video compression data are created separately and stored separately in the CGROM804, if a problem such as a spelling error occurs, only the text data needs to be corrected, which improves the accuracy of debugging and reduces the amount of work required.
[0218] First, the performance scenario table PR_TBL stored in the sub-control ROM 242 (see Figure 7) will be explained in detail using Figure 6. As shown in Figure 6(a), the performance scenario table PR_TBL stores multiple performance scenario data PS_DATA corresponding to the performance patterns determined by the sub-control CPU 241. This performance scenario data PS_DATA stores multiple single-layer data PS_DATA1, which are data for each layer used when drawing image data to be displayed on the liquid crystal display device 36.
[0219] The 1-layer data PS_DATA1 stored in the production scenario data PS_DATA is stored in order of lowest priority. The image data corresponding to the 1-layer data PS_DATA1 with the lowest priority (dot data described later) is mapped to the built-in VRAM 8040 or DDR2SDRAM 805 in order, and multiple 1-layer data PS_DATA1~N, N+1, ... are displayed on the liquid crystal display device 36 in a superimposed state. The image data corresponding to the 1-layer data PS_DATA is a large number of 16-dot x 16-dot data, as shown in Figure 8 as an example of a still image, which will be described later, and is mapped to the built-in VRAM 8040 to form one frame data. In the case of 1-layer data N, as will be described in detail based on Figure 9, it is data (tone-down data) that is large enough to cover the entire display screen of the liquid crystal display device 36 (960 dots x 640 dots), and just storing one data in the built-in VRAM 8040 forms one frame data.
[0220] As shown in Figure 6(b), this single-layer data PS_DATA1 stores frame data PS_DATA10 for drawing 1 to 10 frames, control code data PS_DATA11, coordinate data PS_DATA12 indicating the position when displayed on the liquid crystal display device 36, pixel calculation data PS_DATA13 for image deformation, enlargement, reduction, transparency, etc., and scaling data PS_DATA14 indicating image enlargement and reduction. Furthermore, it stores sound data PS_DATA15 indicating the sound emitted from the speaker 46, movable part data PS_DATA16 for operating movable parts (including movable body parts 80, 90, and air blowers), and lamp data PS_DATA17 for turning on or off decorative lamps such as LED lamps that produce lamp effects and LED 45. The sub-one-chip microcontroller 800 controls the turning on or off of LED 45 using this lamp data PS_DATA17.
[0221] Furthermore, the control code data PS_DATA11 stores the address of the sub-control ROM 242 where the control table CH_TBL shown in Figure 6(c) is stored, and the data corresponding to that address is referenced. Specifically, as shown in Figure 6(c), the control table CH_TBL stores multiple character data CH_DATA, and this character data CH_DATA stores data PS_DATA110 indicating whether it is a still image or a video, address data PS_DATA111 indicating the address of CGROM 804, image size data PS_DATA112 indicating the image size, button data PS_DATA113 indicating whether the effect of pressing the effect button 13 is enabled or disabled, and movable effect timing data PS_DATA114 indicating the timing at which the movable effect (including movable body effect 80, 90, and air sender) starts moving. As a result, the control code data PS_DATA11 will reference one character data CH_DATA from among multiple character data CH_DATA stored in the control table CH_TBL shown in Figure 6(c).
[0222] For example, one method for mapping the same type of 16-dot x 16-dot data (data with the same pattern code) to the 10-row x 10-column built-in VRAM 8040, as described later in Figure 8, is to specify the mapping position (coordinate of the upper left corner) of the 10-row x 10-column data to the built-in VRAM 8040 using coordinate data PS_DATA12, specify the same type of 16-dot x 16-dot data that makes up the 10-row x 10-column data using address data PS_DATA111, and specify that the data is 10-row x 10-column in size using image size data PS_DATA112. The VDP803 then receives this information and maps the 16-dot x 16-dot data to the built-in VRAM 8040, as described later in Figure 8.
[0223] Furthermore, the 1-layer data PS_DATA1 stored in the production scenario data PS_DATA is stored in order from lowest priority. Control code data PS_DATA11 that references video data PS_DATA110 from the control table CH_TBL shown in Figure 6(c) is stored in the lowest priority position, and control code data PS_DATA11 that references still image data PS_DATA110 from the control table CH_TBL shown in Figure 6(c) is stored in the highest priority position.
[0224] PS_DATA1 stores "tone-down data" as the Nth element, counting from the lowest priority. This tone-down data is image data used to improve visibility by, for example, displaying a black semi-transparent image (tone-down image) to tone down images with lower priority (1st to N-1th layer data) and making images with higher priority (1st layer data with numbers N+1 and beyond) stand out.
[0225] By the way, the VDP803, which generates image data to be displayed on the liquid crystal display device 36, is configured as shown in Figure 7.
[0226] As shown in Figure 7, the VDP803 incorporates an interface circuit (I / F) 8030 for the DDR2SDRAM 805, an interface circuit (I / F) 8031 for the CGROM 804, and an interface circuit (I / F) 8032 for the sub-one-chip microcontroller 800. Furthermore, the VDP803 includes a system control register 8033 accessed from the sub-one-chip microcontroller 800 (sub-control CPU 241) via the interface circuit (I / F) 8032, a command memory 8034 for storing a command list, a command parser 8035 for analyzing the command list, a CG memory controller 8036 for controlling the reading of data in the CGROM 804, a still image decoder 8037 for decoding compressed still image data, a video decoder 8038 for decoding compressed video data, and functions for scaling and resizing images decoded (decompressed) by the still image decoder 8037 and the video decoder 8038. The system consists of a geometry engine 8039 that performs affine transformations such as translation and projection transformations, a built-in VRAM (also simply called "VRAM") 8040, a rendering engine 8041 that generates image data to be displayed on the liquid crystal display device 36, a DDR2SDRAM controller 8042 that controls the reading of data in the DDR2SDRAM 805 and the writing of data to the DDR2SDRAM 805, a display controller 8043 that controls the timing of displaying the image data generated by the rendering engine 8041 on the liquid crystal display device 36, and an LVDS transmission unit 8044 that transmits image data to the liquid crystal display device 36 in LVDS (Low Voltage Differential Signaling) format.
[0227] The system control registers 8033 are broadly divided into two groups: a group of registers in which the sub-one-chip microcontroller 800 (sub-control CPU 241) writes instruction data for the VDP803, and a group of registers in which the sub-one-chip microcontroller 800 (sub-control CPU 241) reads information indicating the operating status of the VDP803. As a result, the sub-one-chip microcontroller 800 (sub-control CPU 241) can operate the VDP803 appropriately by writing the necessary setting values to predetermined input registers, and can understand the operating status of the VDP803 by referring to the values of the necessary output registers.
[0228] On the other hand, the command memory 8034 stores the command list, which is transmitted from the sub-one-chip microcontroller 800 (sub-control CPU 241) via the interface circuit (I / F) 8032. More specifically, the sub-one-chip microcontroller 800 (sub-control CPU 241) randomly selects a performance pattern corresponding to the performance control command received from the main control board 20 (main control CPU 201) from a large number of performance patterns pre-stored in the sub-control ROM 242. Based on the selected performance pattern, it creates a command list and transmits it to the command memory 8034 via the interface circuit (I / F) 8032. The command memory 8034 then stores this command list.
[0229] On the other hand, the command parser 8035 analyzes the command list stored in the command memory 8034, and the drawing operation is executed every frame based on this command list analysis. Specifically, the still image decoder 8037, based on the results of the command list analysis by the command parser 8035, uses the CG memory controller 8036 to read the compressed still image data from the address of the CGROM 804 shown in the address data PS_DATA111 (see Figure 6(c)), and decodes (decompresses) the read compressed still image data. The decoded still image data is then temporarily stored in the built-in VRAM 8040.
[0230] Meanwhile, the video decoder 8038, based on the results of the command list analysis by the command parser 8035, uses the CG memory controller 8036 to read the compressed video data from the address of the CGROM 804 indicated by the address data PS_DATA111 (see Figure 6(c)), and decodes (decompresses) the read compressed video data. The decoded video data is then temporarily stored in the DDR2SDRAM 805.
[0231] In this way, the decoded (decompressed) still images and videos (video for one frame) are processed by the geometry engine 8039 based on the results of the command list analysis by the command parser 8035, i.e., the various data shown in Figure 6(b) (frame data PS_DATA10, coordinate data PS_DATA12, pixel calculation data PS_DATA13, scaling data PS_DATA14). This processing is performed on the still image data, which is then stored in the built-in VRAM 8040, and the video data is stored in the DDR2SDRAM 805.
[0232] Then, the rendering engine 8041 functions, and the video data stored in the DDR2SDRAM 805 is read by the DDR2SDRAM controller 8042, and the rendering engine 8041 renders the video data. Next, still image data is read from the built-in VRAM 8040 and rendered. As a result, the still image data is overwritten on the video data, generating the image data to be displayed on the liquid crystal display device 36. This generated image data is then written to the frame buffer area in the DDR2SDRAM 805 by the DDR2SDRAM controller 8042.
[0233] Thus, the image data written in the frame buffer area is read by the display controller 8043 from the DDR2 SDRAM controller 8042 and transmitted by the LVDS transmitter 8044 to the liquid crystal display device 36. As a result, the image data generated by the rendering engine 8041 is displayed on the liquid crystal display device 36.
[0234] Incidentally, the image data displayed on the liquid crystal display device 36 is updated every frame. In order for the sub one-chip microcomputer 800 (sub control CPU 241) to recognize that the display operation of this one frame has ended, the VSYNC (vertical synchronization signal) shown in FIG. 7 is transmitted from the VDP 803 to the sub control CPU 241 as an interrupt signal. As a result, the sub control CPU 241 can recognize that the image data for one frame has been displayed on the liquid crystal display device 36. This VSYNC interrupt signal is generated every 33 ms.
[0235] FIG. 8 shows the frame drawing operation of the one-layer data data N-1 (see FIG. 6(a)) and shows the drawing principle of the sprite image as a still image. In the CGROM 804, data of 16×16 dots is compressed and stored corresponding to the pattern codes 0000H to 0255H (H indicates hexadecimal) of each character. After decoding each 16×16 dot image data, it is mapped to each specified sprite area of the built-in VRAM 8040, and by combining each sprite, the data of the display image is created in the built-in VRAM 8040, and after coloring the data using the palette table 173, it is displayed on the liquid crystal display device 36 as the actual display image 172.
[0236] The smaller the size of the sprite area where one 16×16 dot image data is mapped, the more detailed and finer the video can be displayed. On the other hand, there is a disadvantage that the number of sprites increases as a whole, increasing the burden of the display control operation and slowing down the display control operation. In consideration of such advantages and disadvantages, in this embodiment, the data has a size of 16×16 dots. In this CGROM 804, various types of image data (data of 16×16 dots) for displaying various symbols, image data (data of 16×16 dots) for constituting the background of the display screen of the liquid crystal display device 36, and other various types of image data are compressed and stored. At the same time, the tone-down data for displaying the aforementioned tone-down image is also compressed and stored (see FIG. 9).
[0237] In the pattern attribute table 174, display data necessary for the display screen after being switched each time the display screen of the liquid crystal display device 36 is switched is stored by the VDP 803. Note that the pattern attribute table 174 may be stored on the side of the sub one-chip microcomputer 800. The stored data of the pattern attribute table 174 includes the display position (position information), color information, magnification ratio, image transmittance, and character pattern code of a sprite which is a predetermined area displayed on the display screen of the liquid crystal display device 36.
[0238] As described in FIG. 6, this display position (position information) of the sprite is specified by the coordinate data PS_DATA12 and the image size data PS_DATA112 for the 16-dot×16-dot data specified by the address data PS_DATA111. For example, when mapping the same type of data of 16 dots×16 dots (for example, dot data of pattern code 0000H) into the 10-row×10-column built-in VRAM 8040, if the coordinate position of the upper left corner of the 10-row×10-column data is specified by the coordinate data PS_DATA12, the coordinate of the upper left corner of each 16-dot×16-dot data within the 10-row×10-column data is specified by the position information of the pattern attribute table 174.
[0239] On the display screen of the liquid crystal display device 36, multiple types of sprite areas may be partially or completely superimposed and displayed, and this superposition is performed on the built-in VRAM 8040. When superimposing, the priority order for displaying each sprite is determined by the priority order shown in Figure 6(a). Transparency is a value between 0.0 and 1.0 and represents transparency. A higher transparency means the image will be displayed fainter. Transparency of 1.0 means it is completely transparent. The scaling factor is the scaling factor of the shape size of the display data and is a value between 1 and 0.
[0240] The palette table 173 stores color data in 16 groups, numbered 0 to 15, and within each group (1 palette), 16 more types of color data (0 to 15) are stored in the form of a two-dimensional table. The color information in the pattern attribute table 174 determines which group of palettes from palette 0 to palette 15 is selected. The pattern code (type information) is an identification number used to specify which image data to select from among the multiple types of image data (16x16 dot data) stored in the CGROM 804.
[0241] Position information refers to coordinate data used to determine where on the display screen the sprite area displaying the selected image data will be shown. Specifically, it is data used to specify the display coordinates when mapping that image data onto the built-in VRAM 8040. In Figure 8, the top left of the built-in VRAM 8040 is the origin of the coordinate system (0,0).
[0242] The color group to be used for the image data mapped onto the built-in VRAM 8040 is selected and specified by the color information in the pattern attribute table 174. The image data mapped into the built-in VRAM 8040 is output to be displayed on the liquid crystal display device 36, and the output image data is colored according to the color data of the palette of the group selected by the aforementioned color information, and the colored image data is displayed on the liquid crystal display device 36.
[0243] As mentioned above, the CGROM804 stores multiple types of compressed image data units, each containing 0-15x0-15 pixel data. Each of these 16x16 dot data is assigned a pattern code, and the system is configured to select the pattern code based on the type information (pattern code) in the pattern attribute table 174. This pattern code is identified by the address data PS_DATA111 in Figure 6.
[0244] Each of the 16x16 dots corresponds to one pixel, and each of these dots can store 4 bits of information ranging from 0 to 15. This 4-bit data, ranging from 0 to 15, is used to select and specify one of the color data values (0 to 15) stored within the selected palette (group). As a result, in this embodiment, color data is specified for each pixel, and that specified color data is displayed on the liquid crystal display device 36. In other words, the smallest unit of color specification is one pixel.
[0245] In the above configuration, when the sub-one-chip microcontroller 800 controls the display of, for example, "●" at a predetermined display location, the data for display control is transmitted from the sub-one-chip microcontroller 800 to the VDP803. The VDP803 determines the pattern code of the image data (16x16 dot data) corresponding to "●" based on the command to display "●" contained in the transmitted display control data, and further identifies the display position of the sprite based on the execution count value contained in the transmitted control data. It then determines the address of the pattern attribute table 174 that stores attribute data that satisfies both the identified pattern code and the display position. Image display control is performed using the attribute data stored at the determined address (address 0 in the case of Figure 8).
[0246] Specifically, referring to Figure 8, the image data (16x16 dot data) corresponding to pattern code 0001H, which corresponds to "●", is read from CGROM 804, the data is decoded, and then mapped onto the built-in VRAM 8040. During this mapping, the coordinate data of position information (20,250) stored at address 0 of pattern attribute table 174 is used to map the sprite on the built-in VRAM 8040 so that the upper left corner is located at coordinate (20,250).
[0247] Next, because the color information stored at address 0 in the pattern attribute table 174 is "palette 15", the coloring process is performed using the data stored in palette 15 of palette table 173.
[0248] Specifically, the data from palette 15 is used for the sprite area of the 16x16 dot data mapped on the built-in VRAM 8040. If the 4-bit data that makes up each pixel of the 16x16 dots is, for example, "2", then the pixel is colored with the data "2", which is the third data from the left, with R (red) 11, G (green) 11, and B (blue) 12, and displayed as the actual display image 172. Also, if a dot data in the 16x16 dot data mapped to the built-in VRAM 8040 is "14", then the pixel is colored with the data "14" in palette 15, which is the second data from the right, with R 111, G 8, and B 0. In this way, for example, the image "●" is displayed.
[0249] Note that a video is a collection of multiple still images (sprite images) (multiple frames), and smooth operation is reproduced by drawing multiple still images in succession on the liquid crystal display device 36. In the case of this video, as mentioned above, DDR2SDRAM805 is used instead of the built-in VRASM8040.
[0250] Next, the frame drawing operation of the 1-layer data N (tone-down data) shown in Figure 6(a) will be explained based on Figure 9. The tone-down data consists of 960 x 640 dots, which is the size of the entire built-in VRAM 8040, and this tone-down data is compressed and stored in CGROM 804. The tone-down attribute table 174b stores "palette 15" as color information and stores a transmittance of 0.6. 1-layer data 1 to 1-layer data N-1 (see Figure 6(a)) are already mapped to the built-in VRAM 8040.
[0251] In this state, 960x640 dot tone-down data is read from CGROM804 and is overlaid and mapped onto the front layer (higher priority layer) of the built-in VRAM8040's 1-layer data 1 to 1-layer data N-1. Then, palette 15 is specified by color information 15, and since all of the 960x640 dot tone-down data is "15", the pixels are colored with the "15" data in palette 15, i.e., R (red), G (green), and B (blue) are all data of 6, and the actual display image is shown. As a result, 1-layer data N (tone-down data) is displayed with a higher priority than 1-layer data 1 to 1-layer data N-1, and the image of 1-layer data 1 to 1-layer data N-1 is displayed in a tone-down state.
[0252] In this state, if data from layer N+1 onwards is drawn into the frame, the data from layer N+1 onwards will be displayed with higher priority than the first layer data N (tone-down data), resulting in the image of layer N+1 being displayed with significantly higher visibility.
[0253] (Main processing on the production control side, Figure 10) Figure 10 is a flowchart of the main processing (main processing on the performance control side) of the sub-one-chip microcontroller 800. When power is supplied to the gaming machine from an external source, the sub-CPU 241 of the sub-one-chip microcontroller 800 starts the main processing on the performance control side shown in Figure 10.
[0254] In the main processing on the performance control side, the sub-CPU 241 first performs the necessary initial setup processing before the start of game operation (S571). Here, the initial setup processing includes, for example, setting command reception interrupts, processing the starting point return of the movable mechanism 26, initial setting of the CTC, enabling timer interrupts, and initial setting of register values inside the CPU, including various parts of the microcomputer.
[0255] Once the initial setup process in S571 is complete, the main loop processes S573 to S578 are executed at predetermined intervals (16ms) as part of normal operation. Otherwise, the random number update process for the animation software in S80 is repeatedly performed.
[0256] In the processing of S572, the sub-CPU 241 refers to the value of the main loop update cycle counter to determine whether or not the main loop update cycle, which triggers the execution of the main loop processing, has arrived (S572). The above main loop update cycle counter is a counter that is updated in the main loop update processing during the timer interrupt processing on the performance control side, which will be described later (S696 in Figure 13). In this embodiment, the main loop processing is performed approximately every 16ms. Until this main loop update cycle arrives (S572: NO), the random numbers used for various performance lotteries, such as the prediction performance during the decorative pattern variation display game, are updated (S579: Various performance software random number update processing).
[0257] When the main loop update period arrives (S572: YES), the sub-CPU 241 performs received command analysis processing (S573). In this received command analysis processing, it monitors whether an effect control command is stored in the command reception buffer. If an effect control command is stored, it reads out this command and performs effect control processing corresponding to the read effect control command. Among these effect control commands, the effect control commands related to the symbol variation display game include a hold addition command, a hold subtraction command, a variation pattern specification command, a decorative symbol specification command, a variation stop command, and the like.
[0258] For example, when a variation pattern specification command is received and stored in the reception buffer, in the command analysis processing, based on the variation pattern information (information such as the variation time of the special symbol, the winning type, and the variation pattern at the start of variation) included in the variation pattern specification command and the current number of operation hold balls information, one or more types of effect patterns are determined. The effect pattern determined here acts as "part effect" which is an element constituting the effect scenario.
[0259] Subsequently, a time schedule regarding at what timing and with what effect time width the determined effect pattern (part effect) is to be presented is determined, thereby constituting an effect scenario. Then, the data of this effect scenario is stored in the scenario setting area of the sub-control RAM 243. By the various effect patterns (part effects) incorporated in this effect scenario being presented one after another or simultaneously in multiple, a "broad sense" effect scenario is realized.
[0260] Furthermore, when incorporating a "button notification effect" into the determined performance scenario, a "non-operation performance scenario" for when the performance operation button (performance button) 20a is not operated is constructed as the basic performance scenario. If the performance button 13 is operated while the button notification effect is running, it becomes necessary to replace the non-operation performance scenario with the "operation performance scenario" for when the performance button 13 is operated. This type of scenario change processing is performed in the "scenario update processing" of S574, which will be described next.
[0261] This scenario update process updates the contents of the timers necessary for executing the performance patterns. A typical example of the above timer is the performance scenario timer, which manages the time schedule related to the timing of performance occurrences. For example, within the period when decorative symbols are displayed in a variable state (decorative symbol variable period), which is essentially the same period as the period when special symbols are displayed in a variable state (special symbol variable period), this timer manages the time schedule of what kind of performance pattern to make appear in the performance means, and for what duration, on that time axis. Such performance scenario timers are also used in the lamp data update process (S575) and the movable mechanism data update process (S577) described later. Here, this performance scenario timer is monitored, and when the time for a performance to occur arrives, sound data for speaker 8 and liquid crystal commands for image display control are created and stored in the designated area of sub-control RAM 243. Lamp data for the light display device is created in the lamp (LED) data update process (S575) described later, and motor control data for movable parts (movable part data) is created in the movable part data update process (step 577) described later.
[0262] Furthermore, during the scenario update process, the basic performance scenario determined in the received command analysis process (S573) described above may be rewritten as needed. As already explained, if a "button notification performance" is incorporated into the basic performance scenario, it becomes necessary to change it to an operational performance scenario that is different from the current non-operational notification performance scenario. Here, if it is confirmed that the performance button 13 has been operated during the button notification performance, the scenario is changed to an "operational performance scenario" (for example, by rearranging the parts performance), and the modified performance scenario data is reset to the scenario setting area described above.
[0263] Next, the lamp data update process is performed (S575). In this lamp data update process, lamp data for light display devices such as decorative lamps and LEDs is created based on the performance scenario data and the performance scenario timer, and stored in a designated area of the sub-control RAM 243. The data created here is used in the performance LED management process during the timer interrupt process, which will be described later.
[0264] Next, sound output processing is performed (S576). In this sound output processing, the sound data created in the scenario update processing in S074 is acquired, and if there is sound data to be played, the sound effect is output from speaker 8 via the sound control unit (sound source LSI). This realizes sound effects that conform to the performance scenario.
[0265] Next, the movable mechanism data update process is performed (S577). In this movable mechanism data update process, motor control data for the movable mechanism is created based on the above-mentioned performance scenario data and performance scenario timer. The data created here is used in the movable mechanism operation management process during the timer interrupt process described later (S694 in Figure 13).
[0266] Next, noise countermeasure management processing is performed to monitor malfunctions of the sound source LSI and other components (S578). If the program goes into a runaway state due to a malfunction, the watchdog timer times out, the CPU is automatically reset, and the program recovers from the runaway state. As a result, the main loop processing ends, and the random number update processing for the performance software (S579) is performed until the next main loop update cycle arrives.
[0267] (Command reception interrupt processing, Figure 11) Next, the command reception interrupt processing will be explained with reference to Figure 11. Figure 11 is a flowchart of the command reception interrupt processing on the performance control side. When this command reception interrupt processing receives a performance control command from the main control board 20, it is executed with priority over the performance control side timer interrupt processing (Figure 13), which will be described later.
[0268] First, when the sub-CPU 241 receives an interrupt based on a strobe signal from the main control board 31 during the execution of the main process shown in Figure 10, it saves the contents of its registers to the stack area (S581), stores the received performance control command in the command receive buffer of the sub-control RAM 243 (S582), and restores the contents of the saved registers (S583). This terminates the command reception interrupt processing, and the sub-CPU 241 returns to the main processing on the performance control side before the interrupt, and continues the performance control side main processing until the next interrupt based on the strobe signal occurs. In this way, when various performance control commands are received from the main control board 20, this command reception interrupt processing is executed, and the command is stored in the command receive buffer at the time the performance control command is received.
[0269] (Details of the received command parsing process, Figure 12) Next, the details of the received command analysis process shown in S573 of Figure 10 will be explained based on Figure 12. First, the sub-CPU 241 determines whether or not a performance control command is stored in the command reception buffer (S590). If no performance control command is stored, this received command analysis process is terminated. On the other hand, if a received command is stored, the process of reading the performance control command is performed (S591). Then, the process of determining what kind of command the read performance control command is is performed. Specifically, it is determined whether or not it is a hold-add command (S592), a hold-subtract command (S593), a variation pattern command (S594), a decorative pattern specification command (S595), or a variation stop command (S596). If it is determined that it is not any of these commands, other performance control command reception processes are executed (S597).
[0270] On the other hand, if the performance control command read by S591 is a hold-add command, control proceeds to S598 and executes the hold-add command reception process. If it is a subtraction command, control proceeds to S599 and executes the hold-subtract command reception process. If it is a variation pattern command, control proceeds to S600 and executes the variation pattern command reception process. If it is a decorative pattern specification command, control proceeds to S601 and executes the decorative pattern specification command reception process. If it is a variation stop command, control proceeds to S602 and executes the variation stop command reception process.
[0271] (Timer interrupt processing on the performance control side, Figure 13) Next, with reference to Figure 13, the timer interrupt processing on the performance control side will be explained. Figure 13 is a flowchart of the timer interrupt processing on the performance control side. This timer interrupt processing on the performance control side is activated by an interrupt from the CTC at regular intervals (approximately 1 ms) and is executed by interrupting the execution of the main processing on the performance control side.
[0272] In Figure 13, when a timer interrupt occurs, the sub-control CPU 241 saves the contents of the registers to the stack area (S691) and then performs the performance button input management process (S692). In this performance button input management process, it monitors whether or not an operation (ON operation) detection signal is input from the performance button 13, and if it confirms that the operation detection signal has been received, it stores the detection information in a predetermined area of the sub-control RAM 243. This information is used for the button notification effect described above.
[0273] Next, the LCD command transmission process is performed (S693). In this LCD command transmission process, if there are LCD commands created in the scenario update process (S574) during the main processing on the performance control side shown in Figure 10, the LCD commands are sent to the display control unit (LCD control CPU) to execute image display control for the LCD display device 36. This realizes image performance according to the performance scenario.
[0274] Next, the operation of the movable mechanism is managed (S694). In this movable mechanism operation management, a control signal is output to the movable mechanism motor via the drive control unit, based on the motor control data for the movable mechanism created in the movable mechanism data update process (S577). This enables the visual presentation by the movable mechanism 26 in accordance with the presentation scenario.
[0275] Next, the LED lighting is managed (S695). In this LED lighting management, the decorative lamp section 45 and LEDs are turned on and off via the light display control unit based on the lamp data created in the lamp data update process (S575). This realizes a lighting effect that conforms to the performance scenario.
[0276] Next, the main loop update process is performed to manage the main loop update cycle (S696). In this main loop update process, the main loop update cycle counter is updated with each interrupt (main loop update cycle counter + 1). The main loop update cycle counter is a counter that cycles through a range that is a multiple of 16 (for example, 0 to 31) by, for example, an increment process.
[0277] After completing the processes in S691 to S696, the contents of the saved registers are restored (S697). This terminates the timer interrupt process, and the program returns to the main processing on the performance control side that was running before the interrupt, and the main processing on the performance control side continues until the next timer interrupt occurs.
[0278] Figures 14 to 16 show the processes executed in the received command analysis process (S573 in Figure 10) that are closely related to the pre-announcement effect. The following describes the cases when the "hold addition command," "variation pattern specification command," and "decorative symbol specification command" are received.
[0279] (Receiving a pending increment command, Figure 14) Figure 14 is a flowchart showing the received command analysis process when a hold-add command is received. This hold-add command is a command transmitted from the main control board 20 when a game ball enters the special start openings 17a and 17b of the special symbol start means 17.
[0280] In Figure 14, when the sub-CPU 241 receives a hold-add command, it first analyzes the contents of the command and obtains pre-read judgment result information (S711). Here, the obtained information is stored in the pre-read information storage area of the sub-control RAM 243. The pre-read information storage area, like the hold storage area of the sub-control RAM 243, is provided with pre-read information storage areas corresponding to special symbol 1 and special symbol 2 (a pre-read information storage area corresponding to special symbol 1 and a pre-read information storage area corresponding to special symbol 2). Furthermore, these pre-read information storage areas are provided with a hold-1 pre-read information storage area to a hold-n pre-read information storage area (in this embodiment, n=4) corresponding to the number of active hold balls, and each can store pre-read judgment result information for the maximum number of active hold balls. For example, if the received hold-add command was "B707H", the sub-CPU 241 would understand that it was "special symbol 1, 2 hold-ups specified, strong SP reach A, and miss B" (pre-read variation pattern X7), and store this in the hold-up 2 pre-read information storage area on the special symbol 1 side. This allows the system to identify what the pre-read judgment result was for the currently active hold-up balls.
[0281] The process proceeds to S713, where it is determined whether the "continuous notification counter" is zero or not (S713). This "continuous notification counter" is a counter used to define a prohibited period during which duplicate pre-announcement effects are forbidden. Specifically, if the current activated reserved ball is selected as the target of a pre-announcement effect by the pre-announcement lottery in S714 (if the pre-announcement lottery is won), this counter prevents any newly generated activated reserved balls from being selected as the target of a pre-announcement effect until the current activated reserved ball is consumed (used for the variable display operation). For the reasons mentioned above, the "continuous notification counter" stores the value of the current number of activated reserved balls (see S717 below).
[0282] If the above consecutive notification counter is not zero (S713: NO), it is assumed that the pre-read notification lottery is prohibited, and the process proceeds to S718 without doing anything.
[0283] If the value of the continuous notification counter is zero (S713: YES), the pre-notification lottery is permitted, and the pre-notification lottery process is performed (S714). In this pre-notification lottery process, the execution of the above-mentioned "winning-time pre-notification effect (reserve change notification)" (hereinafter referred to as "reserve pre-notification effect") and the execution of the above-mentioned "symbol variation-based pre-notification effect (variation pre-notification notification)" (hereinafter referred to as "background pre-notification effect") are determined by lottery based on the pre-notification variation pattern information. The above pre-notification lottery is performed on the condition that there are no variation patterns with a reach among the pre-notification variation patterns related to the existing active reserve balls.
[0284] In this embodiment, the 'pre-announcement background animation' is generated only when the 'reserved ball pre-announcement animation' is generated, thereby clearly indicating which reserved ball is the target of the pre-announcement animation and building anticipation for a big win. Therefore, in the pre-announcement lottery, (I) Allow only the pending pre-announcement animation to be executed, (II) Whether to allow both the hold pre-announcement effect and the background pre-announcement effect to be executed, (III) Do not implement any of the advance warnings, These three cases will be determined by lottery. Which case is determined is determined by a "pre-announcement lottery table (not shown)" associated with the type of win (in this embodiment, type of big win, type of small win, type of loss) and / or the content of the pre-announcement variation pattern.
[0285] In this pre-announcement lottery table, the selection rates for (I) to (III) above are set such that (III) has the lowest probability of winning, and (II) tends to have a higher probability of winning than (I). Specifically, considering the selection rates of the winning type and pre-announcement variation pattern determined on the main control board 20, the selection rate for case (I) above is relatively high for reach types with a relatively low probability of winning (for example, weak SP reach type A or weak SP reach type B), and the selection rate for case (II) above is relatively high for big wins or reach types with a relatively high probability of winning (for example, strong SP reach type A or strong SP reach type B). In the case of normal variation pattern types, the selection rate for case (III) above is set to be relatively high.
[0286] In addition to (I) to (III) above, the above pre-announcement lottery may also include a lottery to determine whether or not to execute only the background pre-announcement effect (IV). Furthermore, if the system is configured to execute a pre-announcement effect using the movable mechanism 26 (mechanism pre-announcement effect), the lottery may also include a lottery to determine whether or not to execute the movable mechanism 26 together with the 'hold pre-announcement effect' and / or the 'background pre-announcement effect', or on its own. When (IV) and / or (V) above are included, the tendency for the probability of winning to be high in any of the cases (I) to (V) can be freely determined by considering the selection rate of the winning type and the selection rate of the pre-announcement variation pattern determined on the main control board 20.
[0287] Furthermore, in any of the above cases (I) to (V), or in any of the cases (I) to (V), a control system (false announcement control) will be implemented to perform a low-probability pre-announcement of a big win even if a big win does not occur. Furthermore, even if a pre-announcement is possible and a jackpot is likely to occur, the pre-announcement of the jackpot is not performed (decimation control). It is also possible to disable either or both of these false announcement control and decimation control.
[0288] Next, if it is determined that the preview effect can be executed as a result of the preview lottery in S714, in the case of (I) above, "01H" is set in the preview operation status, and in the case of (II) above, "02H" is set in the preview operation status. If it is determined that none of the previews in (III) above are to be executed, "00H" is stored in a predetermined area of the sub-control RAM 243 in the preview operation status (S715).
[0289] Next, the preview determination operation status is determined (step 716). If the preview operation status is "00H" (S716 := 00H), since the preview effect is not performed, the process proceeds to the processing of S718 without doing anything.
[0290] On the other hand, if the preview operation status is other than "00H" (S716 ≠ 00H), the number of balls on hold (number of stored memories) is stored in the continuous preview counter (S717). For example, if the hold addition command received this time is "Specify 2 balls on hold in Special Figure 1", "02H" indicating the 2 balls on hold is stored in the continuous preview counter. As a result, the preview lottery for new balls on hold is prohibited for a certain period. Note that this counter value is decremented one by one each time the old balls on hold that occurred earlier are consumed in the reception process of the decoration pattern specification command in FIG. 16 described later.
[0291] When the process proceeds to S718, the hold addition display process is performed (S718). In this hold addition display process, based on the result of the hold pre-read notification lottery, the performance data related to the hold display of the hold display units 28 and 29 is stored in the hold display data storage area (hold display scenario setting area) of the sub-control RAM 243. This hold display data storage area is provided with hold display data storage areas corresponding to the special symbol 1 side and the special symbol 2 side, similar to the hold storage area of the sub-control RAM 243 (special symbol 1 hold display data storage area corresponding to special symbol 1 and special symbol 2 hold display data storage area corresponding to special symbol 2). These hold display data storage areas are provided with hold 1 display data storage area to hold n display data storage area (n is the maximum number of hold displays: in this embodiment, n=4), and each can store performance scenario data for the maximum number of active hold balls. The sub-CPU 241 can refer to the hold display performance scenario data in this hold display data storage area to determine what kind of hold display to perform for the hold display units 28 and 29.
[0292] Regarding the above-mentioned pending display animation scenario, if the "pre-announcement lottery" in S714 is unsuccessful (a miss) (pre-announcement operation status = 00H), animation data for normal pending display (for example, animation data for the pending icon "blue") is stored. On the other hand, if the pre-announcement lottery is successful (pre-announcement operation status ≠ 00H), animation data for pending pre-announcement (dedicated pending display) (for example, animation data for the pending icon "blue, yellow, green, red, or rainbow") is stored.
[0293] The color of the reserve color is determined by a "reserve color selection table (not shown)" associated with the type of win (in this embodiment, type of jackpot, type of minor win, type of loss) and / or the content of the pre-read variation pattern. This reserve color selection table has a set selection rate for each reserve color such that the probability of winning tends to be higher in the order of "blue < yellow < green < red < rainbow". For example, a "jackpot" is more likely to be selected than a "loss", and a reserve color with a higher probability of winning is selected with a higher probability in the case of a reach type with a relatively higher probability of winning.
[0294] In this embodiment, if the "pre-announcement lottery" is won, the color of the reserve icon related to the activated reserve ball that is the target of the pre-announcement effect changes to one of the following colors: blue, yellow, green, red, or rainbow (usually white), and the reserve display appears continuously until the activated reserve ball is consumed (until it is used for the variation display operation). As will be described in detail later, if the "background pre-announcement effect" is also won at the same time, a pre-announcement effect using a dedicated announcement image appears on the screen of the liquid crystal display device 36 along with the reserve pre-announcement effect, and the pre-announcement effect using the dedicated announcement image appears continuously.
[0295] The pre-announcement lottery process in S714 described above functions as an announcement execution determination means that determines whether or not to execute a pre-announcement announcement that notifies information related to the pre-announcement result, based on the pre-announcement determination result by the pre-announcement determination means (the first pre-announcement determination means on the special figure 1 side or the second pre-announcement determination means on the special figure 2 side), which is used as the start condition for the announcement (conditional on the receipt of an announcement control command (hold addition command) that includes pre-announcement determination information). Furthermore, the processes in S718 described above or S755~S760 described later function as an announcement announcement control means that controls the appearance of the pre-announcement announcement on the liquid crystal display device 36 if the announcement execution determination means determines that the announcement announcement can be executed.
[0296] In this embodiment, a configuration has been described in which both a hold display change system and an image display change system of pre-announcement effects are generated by image display on the liquid crystal display device 36, but the present invention is not limited thereto. For example, the hold display system pre-announcement effect may be made to appear by a hold display device installed in an appropriate place on the pachinko game machine 1, and the image display change system pre-announcement effect may be made to appear by the liquid crystal display device 36, using separate effect means. In this case, the announcement effect control means may include a hold pre-announcement control effect means that controls the appearance of the hold display change system pre-announcement effect to a dedicated hold display device (not shown), and an image pre-announcement control means that controls the appearance of the image display change system pre-announcement effect to a decorative pattern display means (liquid crystal display device 36). Alternatively, the pre-announcement effect may be expressed by the operation of a movable mechanism 26 installed in an appropriate place on the pachinko game machine 1. In this case, the announcement effect control means may include a movable body control means that controls the appearance of the pre-announcement effect to the movable mechanism 26.
[0297] In this embodiment, in addition to the aforementioned pre-announcement effect, pseudo-consecutive (pseudo-consecutive) effects can also be executed. If the effect control command transmitted from the command transmission means 58 of the main control board 20 includes a command to execute pseudo-consecutive effects, the sub-one-chip microcontroller 800 of the effect control board 24 controls the display of pseudo-consecutive effects on the liquid crystal display device 36.
[0298] (Processing of receiving a command specifying a variable pattern, Figure 15) Figure 15 is a flowchart showing the received command analysis process when a variation pattern specification command is received. This variation pattern specification command is a performance control command transmitted from the main control board 20 when the pattern variation display game is started.
[0299] In FIG. 15, when the sub CPU 241 receives a variable pattern specification command, it first analyzes the content of the command (S731), obtains the variable pattern information of the special symbol that is the content, and stores it in a predetermined area of the sub control RAM 243 (S725). The production scenario during the symbol variable display game is not determined yet at this point. It is determined when a decoration symbol specification command sent following the variable pattern specification command is received. That is, based on the variable pattern information stored here and the information (special symbol determination data information) included in the decoration symbol specification command, the production scenario during the symbol variable display game is determined.
[0300] <Reception command analysis process for decoration symbol specification command: FIG. 16> FIG. 16 is a flowchart showing the reception command analysis process when a decoration symbol specification command is received. This decoration symbol specification command is a production control command transmitted from the main control board 20. Here, based on the variable pattern information obtained in the variable pattern specification command reception process of FIG. 15 and the information obtained by the decoration symbol specification command, the production (various preview productions) during the symbol variable display game, the display mode of the decoration symbol (temporary stop symbols of pseudo syndicates, reach symbols, stop decoration symbols, etc.), the preview production by the movable object accessory, etc. are determined, and the production scenario related to this variable display game is configured.
[0301] Among the first movable object accessory 80, the second movable object accessory 90, and the third movable object accessory 70 shown in FIG. 2, the second movable object accessory 90 functions as an upper gimmick (shield gimmick), and the third movable object accessory 70 functions as a lower gimmick (lucky maple). Also, in terms of control, an air ejector for lucky air (not shown) provided near the slit for the speaker 46 on the frame side, a rotating lamp (one-shot notification lamp) 62, etc. are also treated as movable object accessories.
[0302] In FIG. 16, when the sub CPU 241 receives a decoration symbol specification command, it first analyzes the content of the command and obtains the content (S740).
[0303] Next, a lottery process for determining the decorative symbols to stop is performed (S741). In this lottery process for determining the decorative symbols to stop, the left, middle, and right symbols (combinations of decorative symbols to stop) to be ultimately stopped are determined by lottery based on the variation pattern information obtained in the process of S732 and the winning type information included in the decorative symbol specification command. For example, in a winning variation pattern accompanied by a reach state, if the type of jackpot at that time is a 16R opening probability variation jackpot, first the left symbol is drawn, and a decorative symbol that can form a reach state with that left symbol is determined as the right symbol. Based on the determined left and right symbols, the middle symbol is determined so that it ultimately stops in a decorative symbol sequence related to a 16R opening probability variation jackpot. This determines the combination of decorative symbols when the decorative symbol variation display game is completed. The determined decorative symbol data is then stored in the decorative symbol data storage area of the sub-control RAM 243.
[0304] Next, the process proceeds to step S742 to determine whether the pre-read operation status is "00H: Pre-read notification effect not executed" (step S742). If the pre-read operation status is not "00H", that is, if it is one of the following: "01H: Only hold pre-read notification executed", "02H: Both hold pre-read notification and background (lightning) pre-read notification executed", or "03H: Only background (lightning) pre-read notification executed", the background continuous notification setting process in step S743 is performed (step S743).
[0305] (Details of S743 (background continuous preview setting process) in Figure 16: Figure 17) Figure 17 is a flowchart detailing the background continuous preview setting process. First, it is determined whether the consecutive notification counter is zero (S753). If the consecutive notification counter is zero (S753: YES), nothing is done and the process proceeds to S757.
[0306] If the consecutive notification counter is not zero (S753: NO), then the pre-read operation status is obtained and checked (S754). If the pre-read operation status is neither "02H" nor "03H" (S754: ≠ 02H, 03H), nothing is done and the process proceeds to S757.
[0307] If the pre-read operation status is "02H" or "03H" (S754:=02H), then the background pre-read notification effect will be executed, and the process proceeds to S755, where the background pre-read notification setting process is performed (S755). In this background pre-read notification setting process, first, based on the variation pattern information obtained in S732, one of several types of background pre-read notification effects is randomly selected. For example, when displaying a lightning image as an example of a dedicated notification image, one of several types of dedicated notification effects (e.g., lightning effects) is randomly selected from among several types of dedicated notification effects (e.g., lightning effects) that represent the strength level of the lightning strike, including a strong lightning strike lightning effect, a medium lightning strike lightning effect, and a weak lightning strike lightning effect. Which dedicated notification effect (e.g., lightning effect) is generated is determined by the "dedicated notification effect selection table (not shown)" associated with the variation pattern. This dedicated pre-announcement effect selection table has a set selection rate for each type of special pre-announcement effect (e.g., lightning effect) determined so that the probability of winning tends to be higher in the order of "weak lightning strike < medium lightning strike < strong lightning strike".
[0308] As previously explained, the "predictive variation pattern" determined upon winning and the "basic pattern related to the variation pattern at the start of variation" determined at the start of variation are essentially the same type of pattern selected. Therefore, the probability of winning based on the color of the reserve icon and the probability of winning based on the special notification effect (for example, the lightning effect) are closely related. More specifically, the probability of winning is more clearly indicated when a pre-announcement animation for a reserved ball appears in conjunction with a background pre-announcement animation than when a reserved ball pre-announcement animation appears alone. For example, if the reserved ball color is "red" and the lightning animation is a "strong lightning," the probability of winning increases dramatically, but if the reserved ball color is "red" but the lightning animation is a "weak lightning," the probability of winning decreases even further. Thus, in this embodiment, the probability of winning is more clearly indicated when multiple pre-announcement animations appear together than when a single pre-announcement animation appears.
[0309] Also, in the background pre-reading preview setting process, the number of times the background pre-reading preview effect is executed is set to the same value as the value of the continuous counter (store the value of the continuous counter in the background preview execution counter), and the pre-reading operation status is switched to "00H" (store 00H in the pre-reading operation status). Thus, when it is determined that a single hold addition command is received and the background pre-reading preview effect is to be executed, the oldest operation hold ball that occurred earlier undergoes the above background pre-reading preview setting process at the start of the variation. However, when other hold addition commands are received after the next time, as long as the continuous preview counter is zero and the pre-reading operation status is not "02H" or "03H", this background pre-reading preview setting process is not performed. That is, in this embodiment, as long as the operation hold ball targeted for the pre-reading preview effect is not consumed, no new pre-reading preview effect occurs, and the occurrence of overlapping pre-reading preview effects is prohibited. Note that it may also be controlled to generate a new pre-reading preview effect and perform an overlapping pre-reading preview effect even before the operation hold ball targeted for the pre-reading preview effect is consumed.
[0310] Next, when proceeding to S756, as the consumption amount of the current operation hold ball, 1 is subtracted from the continuous preview counter (S756).
[0311] Next, it is determined whether the background preview execution counter is zero (S757). If the background preview execution counter is not zero (S757: NO), as the consumption amount of the current operation hold ball, 1 is subtracted from the background preview execution counter (S758), and assuming it is a background pre-reading preview effect execution, the process proceeds to the production scenario setting process with a dedicated preview effect (e.g., lightning effect) in S759. On the other hand, if the background preview execution counter is zero (S757: YES), assuming the background pre-reading preview effect is not executed, the process proceeds to the production scenario setting process without a dedicated preview effect (e.g., lightning effect) in S761.
[0312] In the S759 process for setting a scenario with a special pre-announcement effect (e.g., a lightning effect), a scenario is determined that includes a special pre-announcement effect (e.g., a lightning effect), which is a background pre-announcement effect, as a pre-announcement effect to be displayed during the current decorative symbol variation game. As a result, if one of the special pre-announcement effects (e.g., a lightning effect) is selected as the background pre-announcement effect, a special pre-announcement image will appear on the screen of the LCD display device 36 at the start of the variation. On the other hand, in the S761 process for setting a scenario without a special pre-announcement effect (e.g., a lightning effect), a scenario is determined that excludes the special pre-announcement effect (e.g., a lightning effect), which is a background pre-announcement effect. The performance scenario is constructed by determining multiple types of pre-announcement effects as part effects based on the information contained in the variable pattern specification command and decorative symbol specification command (such as variable pattern information and winning type), and the current performance mode, and this data is stored in the scenario setting area of the sub-control RAM 243.
[0313] (Steps S744-S745 in Figure 16 (Pre-announcement lottery process)) Returning to Figure 16, the process of steps S744 to S745 is then performed as a pre-announcement lottery process. In this pre-announcement lottery process, the pre-announcement effect (expected pre-announcement effect) to be displayed is determined by lottery based on the current performance mode and the content of the variation pattern. In addition to the expected pre-announcement lottery process that literally relates to the probability of winning a jackpot, the lottery process of S744 to S745 also includes a lottery process related to background effects that inform the player of information unrelated to the content of the symbol variation (information to convey the worldview of the copyright, etc.).
[0314] First, in the performance mode branching lottery process in step S744, multiple types of performance mode-specific branching lottery tables (not shown) are referenced, and a notification performance lottery table specification table is determined based on the current performance mode and variation pattern type (performance mode branching lottery process: step S744).
[0315] The notification effect lottery table selection table allows for the selection of multiple notification effect lottery tables to determine which notification effect should appear during the current spin, based on the content of the spin pattern. Specifically, this includes the "Reach Spin Notification Effect Lottery Table" which can be selected in the case of a reach spin pattern, and the "Normal Spin Notification Effect Lottery Table" which can be selected in the case of a normal spin pattern. The former, the "Reach Spin Notification Effect Lottery Table," includes tables for winning reach spins and losing reach spins. The latter, the "Normal Spin Notification Effect Lottery Table," excludes post-reach notification effect types that appear during the reach spin from the lottery.
[0316] The above-mentioned prediction effect lottery table defines the relationship between the content of the variation pattern and various prediction effects. Specifically, based on the content of the variation pattern and a predetermined random number for the effect (random number for determining the prediction effect), one of several types of prediction effects is determined by lottery. For example, if the content of the variation pattern this time is "Big Win, Strong SP Reach," the prediction effect lottery table for winning reach variations is referenced, and various prediction effects related to Strong SP Reach are determined. If there are many prediction effects to be drawn, multiple prediction effect lottery tables are referenced, and after multiple prediction lottery processes (the processing route for S749 described later as NO), the prediction effect that should appear in the current variation is determined.
[0317] Returning to the explanation of the process in step S745, the CPU 241 refers to the notification effect lottery table specified by the notification effect lottery table specified above and determines by lottery which notification effects should appear during the current symbol variation display game.
[0318] (Performance information setting process: S747) After completing the pre-announcement lottery process in steps S744 to S745, the next step is to perform the performance information setting process in S747 (step S747). In this performance information setting process, performance information related to the pre-announcement performance determined through steps S744 to S745 is set. Here, performance information necessary when constructing the performance scenario in the performance scenario setting process in step S750, described later (for example, information that makes it possible to identify the type of pre-announcement performance that has been determined) is set.
[0319] (Information setting process: S748) After completing the performance information setting process (S747), the information setting process (S748) begins. This information setting process (S748) sets up information announcements that, when the announcement performance identified in S747 appears, inform the player of the rules governing the announcement performance itself or the rules governing the parts of the announcement performance that appear within it (the scenes targeted for explanation) through a text message image. Details of this information setting process (S748) are explained in Figure 19.
[0320] After completing the above-mentioned pre-announcement lottery process (S745), performance information setting process (S747), and information setting process (S748), it is determined whether or not all pre-announcement lottery processes have been completed (S749). If all pre-announcement lottery processes have been completed (S749: NO), the performance scenario setting process in step S750 described below is executed.
[0321] <Details of the information setting process: Figure 19> Here, we will explain the information setting process of S748 using Figure 19. Figure 19 is a flowchart detailing the information setting process of S748. First, let's explain the "linking" that connects the preview effects and information discussed here.
[0322] (Linking) (i) The preview sequences are divided into two types: preview sequences related to attribute A, to which information is linked (Group A), and preview sequences related to attribute B, to which information is not linked (Group B). (ii) In Group A, the association establishes a relationship in which the identification code for the preview effect is determined, and in turn, the identification code and timing of the information are determined. (iii) In Group B, the above relationship does not exist between the preview and the information, and the information is displayed under conditions that are separate from such a relationship.
[0323] (Information setting process: Figure 19, S781~S784) In Figure 19, the CPU 241 determines whether or not a preview animation has been selected based on the preview animation lottery results obtained through S744 to S745, based on the preview animation information identified in the preview animation information setting process (S747) (S781). If no preview animation has been selected (S781: NO), the process is exited without doing anything. If a preview animation has been selected (S781: YES), the process proceeds to S782, where the preview animation identification code for that selected preview animation is set based on the preview animation information identified in the preview animation information setting process (S747). This preview animation identification code is a unique identification number for each preview animation that is stored in the ROM 242 beforehand, and is determined by referring to the ROM 242 when a preview animation is selected in S744 to S745.
[0324] Next, in S783 of Figure 19, CPU 241 performs an information lottery process to determine whether or not to execute the information announcement. This information lottery process (S783) applies to both announcement sequences that are associated with information and announcement sequences that are not associated with information. If the information lottery is unsuccessful (S783: NO), the process ends without setting the information announcement. If the information lottery is successful (S783: YES), the process proceeds to S784.
[0325] The winning probability in this information extraction process (S783), that is, the ratio at which an information announcement should be executed by lottery, is set to a predetermined winning probability value in advance as a specification of the gaming machine within the range of 1% to 100%. Therefore, when the winning probability value is set to a value less than 100%, for example, 60%, even if the preview performance selected in S744 - S745 is a "preview performance with information linked", the "information linked to the preview performance" does not always appear at a rate of 100%, but appears at a rate according to the lottery probability value of 60%.
[0326] When winning in the information lottery is confirmed (S783: YES), for the preview performance confirmed in the preview performance lottery (S781), its attribute is confirmed (S784). Here, it is confirmed whether the selected preview performance is a preview performance of a performance type (attribute A) with a law - based information linked or a preview performance of a performance type (attribute B) without a law - based information linked (distinguishing between attributes A and B of the preview performance) (S784).
[0327] In this embodiment, law - based information is handled separately from normal information. This law - based information conveys, in a message image, law - based explanations such as pattern laws and game - related laws for the presented preview performance, and occurs only during one variation of the pattern variation game. Among the attributes A and B determined in S784, the preview performance of "attribute A" is a preview performance with law - based information linked on the assumption that the above - mentioned law - based explanatory relationship holds, and the preview performance of "attribute B" is a preview performance without information linked because such a law - based relationship does not hold.
[0328] (Information setting process A, S785) In the attribute determination of the preview effect in FIG. 19 (S784), when the preview effect selected in S744 to S747 is an effect type (attribute A) associated with law-based information (S784: attribute A), the process proceeds to the information setting process A in S785.
[0329] The information setting process A (S785) determines the content and generation timing of the law-based information. In the information setting process A (S785), for the selected preview effect of attribute A, the corresponding one is selected from the law-based information (the list shown in FIGS. 24 to 25) that is pre-associated and stored in the ROM242 and stored in the RAM243. Specifically, the identification code and generation timing of the law-based information associated with the identification code of the selected preview effect are set and registered (S785). The identification code of the information is an element that specifies the content of the message image of the information, and the generation timing of the information is an element that specifies at what point and for what length of time the message image of the information is to be displayed during the preview effect. These two elements are treated as a pair of information that specifies the law-based information preview.
[0330] FIG. 35(a) shows an example of the law-based information preview that appears on the liquid crystal display device 36 by the setting process A in S785. Here, the case of explaining the rule of the background change preview is handled, and a message image of "Background changes other than 20 rotations from the previous background change are extremely intense" is displayed within the liquid crystal screen where the decorative pattern variation has started and the background has been switched. FIGS. 24 to 25 show a list of the content and generation timing of the law-based information. Details of this list will be described later.
[0331] (Information setting process B, S786) In the attribute determination of the preview effect in Figure 19 (S784), if the preview effect drawn in S744 to S747 is an effect type (attribute B) that is not associated with rule-based information (S784: attribute B), the process proceeds to information setting process B in S786.
[0332] The information displayed in the case of a preview animation that is not associated with attribute B is not related to the rules governing the preview animation. Therefore, in information setting process B (S786), for the preview animation of the determined attribute B, one piece of information other than rule-based information (non-rule-based information) is selected, and its identification code and occurrence timing are set and registered.
[0333] Figure 35(b) shows an example of a non-pattern information notification that appears on the liquid crystal display device 36 due to setting process B in S786. Here, a female character explains the relationship between the differences in effect colors used in the performance and the level of expectation, and displays a message image on the liquid crystal screen that reads, "The level of expectation increases in the order of white ⇒ blue ⇒ green ⇒ red ⇒ D pattern ⇒ rainbow." This is a non-pattern information notification, and it is not the case that this message only appears in the case of a specific notification performance. It is an information notification that may appear even in scenes where no notification performance occurs.
[0334] (Effect of information setting process) Thus, the sub-control CPU 241 starts the execution of the decorative pattern variation display game in the effect display means (for example, the liquid crystal display device 36) on the condition that it has received the decorative pattern designation command following the variation pattern designation command. During the game, law-based information is displayed by a message image that explains the lawfulness of the emerging preview effect itself or the effect during the preview effect (the effect scene to be the explanation target). The "lawfulness" includes, for example, a pattern law such that a big win is determined if it develops into the back SP with a three-symbol win (a win with the "3" symbols), or a game law such that a big win is determined if a certain preview occurs during a certain SP. The law-based information to be displayed is linked one-to-one with the emerging preview effect of the attribute A, and there is a relationship such that when the preview effect is determined, the law-based information linked to it is determined.
[0335] As a result of being configured in this way, as its operational effects, when a preannouncement effect of attribute A appears, the law-based information associated with this is displayed with a predetermined lottery probability, and the content of the preannouncement effect itself or a part of the effect (the effect scene to be the explanation target) is explained to the player. Therefore, until now, the lawfulness has not been explained when the preannouncement effect appears, or the explanation of the lawfulness that has been carried out at a time point temporally separated from the appearance of the preannouncement effect (for example, during other symbol variation games in which the preannouncement effect does not appear) is "immediately" executed in accordance with the appearance of the preannouncement effect itself or a part of the effect (the effect scene to be the explanation target). That is, during one symbol variation game (including multiple pseudo variations), when explaining the lawfulness of the preannouncement effect itself at the time of occurrence of the preannouncement effect, or when a part of the effect scene during the preannouncement effect is the explanation target, the explanation of the lawfulness related to that effect scene is at the time of appearance of the preannouncement effect before the effect scene that is the explanation target, or at the time of appearance of the effect scene that is the explanation target, or before or after the time when the effect scene that is the explanation target appears, etc. In a scene adjacent to or close to the effect scene targeted by the information, it will be directly and instantaneously explained and displayed, so the explanation of the lawfulness of the preannouncement effect becomes very easy to understand. For this reason, it is possible to eliminate the need to learn and remember the lawfulness of the preannouncement effect in advance for each preannouncement effect.
[0336] When finishing the information setting process of step S748, it is determined whether all the preannouncement effect lottery processes (S745) based on the preannouncement effect lottery table specified in the above preannouncement effect lottery table specification table have ended (step S749). Exactly speaking, along with the determination of the process of S745, it is also determined as a whole whether the associated information setting process (S748) has ended. When not all the preannouncement effect lottery processes have ended (step S749: NO), the process returns to step S745, and the lottery process based on the remaining preannouncement effect lottery table is performed.
[0337] (Performance scenario setting process: S750) On the other hand, when all of the preview performance lottery process and the information setting process have ended (step S749: YES), next, the performance scenario setting process is performed (step S750).
[0338] In the performance scenario setting process of step S750, based on the above performance information, a performance scenario for the performance to be presented in this decorative pattern variation display game is constructed. Each preview performance has a predetermined start timing during the pattern variation display game and a period (performance time width) during which the performance is presented. Based on the preview performance determined through steps S744 to S745, the content of the current variation pattern (variation time, presence or absence of a reach performance, type of the reach performance if present, presence or absence of a pseudo-chain, number of pseudo-chain times if a pseudo-chain is present, etc.), and the content and occurrence timing of the set information preview, a performance scenario for various performances to be developed during this decorative pattern variation display game is constructed. The data of this performance scenario is stored in the scenario setting area of the RAM 243.
[0339] When there is a pseudo-chain, a preview performance related to this variation is determined, and a preview performance related to the pseudo-variation is determined based on the preview performance. That is, when performing a pseudo-variation, an performance mode related to the preview performance in this variation is determined as the preview performance during the pseudo-variation. By presenting these determined preview performances, the corresponding preview performances are realized during the pseudo-variation and this variation of the pattern variation display game. (Command list generation process: S751) Details of the command list generation process of S751 will be described later with reference to FIGS. 18(a) to (d).
[0340] (Various setting processes at the start of decorative pattern variation: S752) When the above performance scenario setting process is completed, various setting processes required for starting the decorative pattern variation display game are performed (S752). In these various setting processes (S752), various settings required for starting the decorative pattern variation display game including the hold display shift process are performed.
[0341] In the above hold display shift process, as the decorative pattern variation effect begins, the hold data stored in the hold display data storage areas corresponding to the hold display data n storage area (n=2, 3, 4) (hold 2 display data storage area, hold 3 display data storage area, hold 4 display data storage area) is overwritten with the hold display data storage area corresponding to 'n-1', creating free space in the hold 4 display data storage area. Since the hold display data storage area that is now free does not contain any performance scenario data for the hold display, in this case the hold display performance is not performed and the corresponding display area is displayed as unlit.
[0342] As a result, the sub-CPU 241 refers to the hold display animation scenario stored in the hold display data storage area and performs an animation where the position of the existing hold display section is shifted by one position towards the older storage position. At the start of the decorative symbol variation display game, it performs a hold display that shows the state in which the activated hold balls have been consumed.
[0343] Furthermore, with respect to the pre-read information storage area of the sub-control RAM 243, the same shifting process as for the pending display data storage area described above is used. The pre-read judgment result information stored in the pre-read information storage area corresponding to the pending n pre-read information storage area (n=2, 3, 4) is overwritten in the pre-read information storage area corresponding to 'n-1', freeing up space in the pending 4 pre-read information storage area and securing a space to store the pre-read judgment result information when the next pending increment command is received.
[0344] Once the processing in S752 is complete, the process of receiving the decorative symbol specification command is exited, and the decorative symbol variation display game is started. Thus, the sub-control CPU 241 includes a notification effect control means that, on the condition that it has received a first control command (hold addition command), displays a notification effect (pre-read notification effect) that provides information about what the display result of the symbol game based on the hold information will be for a symbol game (symbol variation display game) where the predetermined variation start condition has not been met and the hold information has not yet been consumed, and a symbol game execution control means that, on the condition that it has received a second control command (variation pattern specification command) (in this embodiment, on the condition that it has received the decorative symbol specification command following the variation pattern specification command), starts the execution of the decorative symbol game (decorative symbol variation display game) on the effect display means (for example, the liquid crystal display device 36).
[0345] (Command list generation process, Figure 18(a)) Next, with reference to Figure 18(a), the command list generation process in S751 (Figure 16) will be described in detail. First, in S810, the sub-control CPU 241 selects the performance scenario data PS_DATA (see Figure 6(a)) corresponding to the performance pattern determined by lottery from the performance scenario table PR_TBL, and then performs a process to generate a command list for generating image data to be displayed on the liquid crystal display device 36 on the VDP 803 based on the various data (frame data PS_DATA10, control code data PS_DATA11, coordinate data PS_DATA12, pixel calculation data PS_DATA13, scaling data PS_DATA14) stored in the 1-layer data PS_DATA1 stored in the selected performance scenario data PS_DATA (S811). Depending on the player's operation of the performance button 13, if a performance occurs when the performance button device is pressed, a command list for when the performance button device is pressed and a command list for when the performance button device is not pressed will be generated.
[0346] (Buttons, lights, movable parts, sound data) Next, the sub-control CPU 241 stores the contents of the button detection enable flag BU_FLG, which is incorporated into the button data PS_DATA113 (see Figure 6(c)) stored in the selected performance scenario data PS_DATA, into the memory area of the sub-control RAM 243.
[0347] Furthermore, the sub-control CPU 241 generates control signals related to light based on the data content of the lamp data PS_DATA17 (see Figure 6(b)) stored in the selected performance scenario data PS_DATA, and stores them in the sub-control RAM 243. Depending on the player's operation of the performance button 13, if a performance occurs when the performance button device is pressed, control signals for when the performance button device is pressed and control signals for when the performance button device is not pressed will be generated.
[0348] Furthermore, the sub-control CPU 241 determines the operation of the movable mechanism (movable body mechanism) based on the data content of the movable mechanism data PS_DATA16 (see Figure 6(b)) stored in the selected performance scenario data PS_DATA, and generates drive source data (motor data, etc.) for the movable body according to the determined operation. Examples of movable mechanisms include a logo gimmick (not shown), a movable body mechanism 80, an upper gimmick (movable body mechanism 90: shield gimmick), a lower gimmick (movable body mechanism 70: lucky maple), an air sender (not shown), and a one-shot notification lamp (rotating light button 66). Depending on the player's operation of the performance button 13, if a performance occurs when the performance button device is pressed, motor data for when the performance button device is pressed and motor data for when the performance button device is not pressed will be generated.
[0349] Furthermore, the sub-control CPU 241 generates control signals related to sound based on the data content of the sound data PS_DATA15 (see Figure 6(b)) stored in the selected performance scenario data PS_DATA (S812). Depending on the player's operation of the performance button 13, if a performance occurs when the performance button device is pressed, control signals for when the performance button device is pressed and control signals for when the performance button device is not pressed will be generated.
[0350] In the above explanation, for the sake of clarity, each movable component was treated as a single unit, but in reality, data for each movable component is created individually and used for its respective control. For example, for the air dispenser, it is equivalent to having air dispenser data PS_DATA18 after the lamp data PS_DATA17 in Figure 6(b) and air dispenser timing data PS_DATA115 after the movable component timing data PS_DATA114 in Figure 6(c) as data stored in the performance scenario data PS_DATA. Based on the contents of this data, the operation of the air dispenser is determined, and air is released according to the determined operation.
[0351] Thus, the sub-control CPU 241 repeatedly performs the processes in S811 and S812 until it has finished generating all the data based on the performance pattern determined by lottery in S811 (S813: NO). Once it has finished generating all the above data (S813: YES), it proceeds to the process in S814.
[0352] Next, the sub-control CPU 241 performs the action button device activation process (S814) based on the contents of the button detection enable flag BU_FLG stored in the sub-control RAM 243 in S812 and the input contents of the effect button 13 processed in S804. Specifically, if the button detection enable flag BU_FLG is set to enabled and the effect button 13 is pressed by the player, the sub-control CPU 241 executes the effect button device press effect. That is, the sub-control CPU 241 sends the command list for when the effect button device is pressed, generated in S811, to the VDP 803 (see Figure 7). As a result, the VDP 803 reads the still image compressed data and video compressed data stored in the CGROM 804, decodes the read still image compressed data and video compressed data, processes the decoded image data as appropriate, stores it in the frame buffer area of the DDR2SDRAM 805, and displays the stored image data on the liquid crystal display device 36. This process causes the animation for pressing the animation button 13 to be displayed on the liquid crystal display device 36.
[0353] On the other hand, if the sub-control CPU 241 contains data indicating the timing for starting the movement of the movable parts (movable parts 80, 90, 70, air blower, etc.) in the movable part timing data PS_DATA114 (see Figure 6(c)), it transmits the motor data for pressing the performance button device, generated by S811, via serial transfer from the output port to match that timing. As a result, the movable parts (movable parts 80, 90, 70, air blower, etc.) will operate according to the motor data in accordance with the above-mentioned start timing of movement.
[0354] Furthermore, the sub-control CPU 241 reads BGM or sound effects from the sound ROM (not shown) corresponding to the control signal for sound when the performance button device is pressed, which was generated by S811. Based on this, the sub-control CPU 241 performs processing based on the read sound data and outputs it to speaker 8 as sound source data.
[0355] The sub-control CPU 241 then selects the control signal for the light used when the performance button device is pressed, which was generated in S811, and stores it in the sub-control RAM 243. This control signal controls whether the decorative lamp (LED 25) turns on or off.
[0356] (Generation of a command list based on 1-layer data, S811) Next, the process of generating a command list based on the 1-layer data of S811 will be explained with reference to Figure 18. This command list is a sequence of commands that list instructions for VDP803 (command parser 8035), but its contents and order differ slightly depending on whether it is used to instruct the rendering of a video or a still image.
[0357] When instructing the VDP803 to render video, the initial command list is shown in Figure 18(b) and the regular command list is shown in Figure 18(c).
[0358] As shown in Figure 18(b), the sub-control CPU 241 first generates a command to set the memory area of the DDR2SDRAM 805 where the frame buffer area is set, and the memory area for storing the video data of the DDR2SDRAM 805 (step S820). When setting the memory area of the DDR2SDRAM 805 where the frame buffer area is set, the image size data PS_DATA112 shown in Figure 6(c) is referenced. That is, if the size is, for example, 640 x 320, the corresponding memory area will be set.
[0359] Next, a command to instruct the decoding of the video is generated (step S821). Specifically, this command instructs which video compression data to decode, and specifies the address of the CGROM 804 where the video is stored, as well as the number of frames in that video. The address of the CGROM 804 where the video is stored is referenced from the address data PS_DATA111 shown in Figure 6(c), and the number of frames in that video is referenced from the frame data PS_DATA10 shown in Figure 6(b).
[0360] Next, the termination command is entered to complete the generation of the initial command list (S822).
[0361] Next, the sub-control CPU 241 generates the steady command list shown in Figure 18(c).
[0362] As shown in Figure 18(c), this constant command list consists of instructions for drawing the video. In the initial command list, commands are generated to specify which frame numbers of the decoded video data should be drawn at which coordinate position on the liquid crystal display device 36 (step S826). Next, a termination command is entered to complete the generation of the constant command list (step S827). For this drawing instruction, the frame data PS_DATA10, coordinate data PS_DATA12, pixel calculation data PS_DATA13, and scaling data PS_DATA14 shown in Figure 6(b) are referenced to generate the commands.
[0363] On the other hand, when instructing the VDP803 to draw a still image, as shown in Figure 18(d), the sub-control CPU 241 first generates a command to set the memory area of the DDR2SDRAM 805 where the frame buffer area is set, and the memory area of the built-in VRAM 8040 where the still image data is stored (step S830). When setting the memory area of the DDR2SDRAM 805 where the frame buffer area is set, the image size data PS_DATA112 shown in Figure 6(c) is referenced. That is, if the size is, for example, 640 x 320, the corresponding memory area will be set.
[0364] Next, a command to instruct the decoding of the still image is generated (step S831). Specifically, this is an instruction to decode which compressed still image data to decode, and is specified along with the address of the CGROM 804 where the relevant still image is stored and its data size. The address of the CGROM 804 where the relevant still image is stored is referenced from the address data PS_DATA111 shown in Figure 6(c), and the data size is referenced from the image size data PS_DATA112 shown in Figure 6(c).
[0365] Next, commands are generated to specify at what coordinate position on the liquid crystal display device 36 and in what manner (rotation angle, scaling, etc.) the decoded still image data should be drawn (step S832). Then, a termination command is entered to complete the generation of the command list related to the still image (step S833). For this drawing instruction command generation, the frame data PS_DATA10, coordinate data PS_DATA12, pi...
Claims
1. A lottery method capable of executing a winning lottery, A pattern display means configured to display pattern changes and stop the pattern in a display manner corresponding to the result of the winning lottery, A performance means capable of executing a predetermined performance related to the display of the aforementioned pattern variations, A performance control means capable of executing and controlling a predetermined performance by the aforementioned performance means, A gaming machine comprising: a special game execution means that executes a special game advantageous to the player when the result of the aforementioned lottery is a predetermined result, The aforementioned performance means includes an image display means, The aforementioned performance control means executes and controls the image display performance by the image display means as the predetermined performance. The aforementioned image display effect includes: A first presentation that informs the player of information that has little correlation with the content of the aforementioned symbol changes, A second presentation that informs the player of information highly correlated with the content of the aforementioned symbol changes, There is, The information that can be notified by the first performance has multiple types of first information patterns, The second performance has multiple types of second information patterns as information that can be notified, The aforementioned performance control means is A third performance, different from the first and second performances, is possible. A first lottery process in which a first information pattern to be executed is selected by lottery from among the aforementioned multiple types of first information patterns, A second lottery process in which a second information pattern to be executed is selected by lottery from among the aforementioned multiple types of second information patterns, It is possible to do this, The first lottery process selects a first information pattern to be executed regardless of the content of the third performance, The second lottery process selects the second information pattern to be executed according to the content of the third performance, The rules governing the content of the third performance are explained by executing the second performance based on the selected second information pattern in accordance with the appearance of the third performance. A gaming machine characterized by the following features.
2. The aforementioned performance control means is capable of executing the first performance and the second performance at different timings. The gaming machine described in feature 1.
3. The first and second effects are performed in a common notification effect. The gaming machine described in feature 1.