Gaming Machines
The gaming machine enhances playability and engagement by using multiple ball detection and storage mechanisms, lottery systems, and dynamic symbol display controls to create varied gameplay experiences, addressing the limitations of fixed special symbol patterns in pinball machines.
Patent Information
- Application Number
- JP2022030461
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-28
- Publication Date
- 2025-01-22
- Estimated Expiration
- 2042-02-28
AI Technical Summary
Existing pinball gaming machines limit playability and interest by selecting special symbol fluctuation patterns based solely on the number of reserved special symbol activation balls, leading to a lack of variety and engagement in the game.
The gaming machine incorporates multiple detection and storage mechanisms for game balls, including normal and special symbol starting means with varying entry difficulty, lottery systems for bonus wins, and dynamic symbol display controls to determine fluctuation patterns based on multiple factors, enhancing gameplay variety and engagement.
This approach reduces gameplay slumps by introducing dynamic symbol fluctuation patterns and bonus opportunities, increasing player engagement and enjoyment through varied gameplay experiences.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines, for example, pinball gaming machines, a lottery for a jackpot (jackpot lottery) is executed when a ball enters the starting hole, and a pattern change display game (special pattern change display game) in which a special pattern is displayed in a changing manner is executed, and various advance notice effects reflecting the result of the jackpot lottery are displayed during the pattern change display game, making the player enjoy the game. In such gaming machines, when a game ball enters the starting hole during a pattern change display game and a start condition is established, the start right for the pattern change display game related to the establishment of the start condition is temporarily reserved, and after the current pattern change display game ends, the reserved start right is consumed to start the next pattern change display game. Such start rights can be reserved and stored up to a predetermined upper limit (for example, up to 4 balls) as so-called "operation reserved balls" (for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-213104 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the pinball game machine described above, when the special symbol variation display game is executed, different variation patterns (variation patterns of the special symbols) are selected according to the result of the big win lottery and the number of reserved balls for the special symbol activation, thereby changing the variation pattern and displaying various preview effects related to the variation pattern. However, if the variation pattern of the special symbols is only selected according to the number of reserved balls for the special symbol activation, the playability and range of effects are limited, and the game becomes less interesting.
[0005] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a gaming machine that can improve the entertainment value of a game. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means. (1) a launching means capable of launching a game ball toward a game area; A normal symbol starting means capable of detecting a gaming ball; A first special symbol starting means capable of detecting a gaming ball; A second special symbol starting means configured to be able to change between a first state in which the game ball can enter the ball and a second state in which the game ball can enter the ball more difficult or impossible than the first state; A normal acquisition means for acquiring normal game information based on the detection of a game ball by the normal symbol start means; A normal symbol reservation storage means capable of reserving and storing the normal game information acquired by the normal acquisition means as normal reservation information up to a predetermined upper limit number; a bonus winning lottery drawing means for drawing a bonus winning lottery for a bonus winning based on the normal game information; A normal symbol display means for executing a variable display operation of a normal symbol and displaying the normal symbol in a display mode according to a result of the auxiliary winning lottery by the auxiliary winning lottery means; When a predetermined auxiliary winning symbol is stopped and displayed on the normal symbol display means, the second special symbol starting means is changed to the first state to perform an auxiliary winning game. Execution Control A bonus winning game execution control means for A first special acquisition means for acquiring first special game information based on the first special symbol starting means detecting a game ball; A second special acquisition means for acquiring second special game information based on the second special symbol starting means detecting the game ball; A first special symbol reservation storage means for storing the first special game information acquired by the first special acquisition means as first special reservation information up to a predetermined upper limit number; A second special symbol reservation storage means for storing the second special game information acquired by the second special acquisition means as second special reservation information up to a predetermined upper limit number; A winning lottery means for executing a winning lottery regarding whether or not to control to a winning game based on the first special game information or the second special game information; A first special symbol display means for executing a variable display operation of a first special symbol and displaying the special symbol in a display mode according to a winning lottery result by the winning lottery means; A second special symbol display means for executing a variable display operation of a second special symbol and displaying the special symbol in a display mode according to a lottery result by the winning lottery means; A winning game execution control means for controlling the execution of the winning game when a predetermined winning symbol is stopped and displayed on the first special symbol display means or the second special symbol display means, A special symbol variation pattern determination means that determines one or more types of variation patterns and can determine a variation pattern related to the variation display of the first special symbol based on a variation pattern selection table associated with at least the winning lottery result by the winning lottery means, the number of first special reserved information reserved and stored in the first special symbol reserved storage means, and the number of normal reserved information reserved and stored in the normal symbol reserved storage means; A special symbol display control means for controlling the variable display operation of the first special symbol based on the variable pattern determined by the special symbol variable pattern determination means. picture, The special symbol variation pattern determination means When the number of normal reserved information stored in the normal pattern reserved storage means is a first number, the variation pattern can be determined based on a variation pattern selection table that is different for each number of first special reserved information stored in the first special pattern reserved storage means; When the number of normal reserved information stored in the normal pattern reserved storage means is a second number greater than the first number, the variation pattern can be determined based on at least a variation pattern selection table corresponding to the number of normal reserved information, The average fluctuation time obtained by averaging the fluctuation times of all the fluctuation patterns that can be determined when the number of normal reserved information pieces is the second number, taking into account their selection rates, is relatively longer than the average fluctuation time obtained by averaging the fluctuation times of all the fluctuation patterns that can be determined when the number of normal reserved information pieces is the first number, taking into account their selection rates. A gaming machine characterized by: (2) The above The lottery result by the winning lottery means includes at least a first losing type and a second losing type; The special symbol variation pattern determination means The winning lottery result by the winning lottery means is the first losing type. in the case of, According to claim 1, depending on whether the number of regular hold information is the first number or the second number, The variation pattern can be determined based on different variation pattern selection tables; The above When the winning lottery result by the winning lottery means is the second losing type, the fluctuation pattern can be determined based on a common fluctuation pattern selection table regardless of whether the number of regular reserved information is the first number or the second number. So, 4. The gaming machine according to claim 1, (3) The above A decorative member is disposed in the approximate center of the play area; The game ball shot into the game area by the launching means is configured to flow down either a left flow path on the left side of the decorative member or a right flow path on the right side of the decorative member, The normal symbol start means and the first special symbol start means are arranged on the left flow path, The normal symbol starting means and the first special symbol starting means are configured to be always capable of entering the ball, The rate of winning into the normal symbol starting means is configured to be lower than the rate of winning into the first special symbol starting means. Ta, The above characterized by (1) or (2) The gaming machine described in 。 Effect of the Invention
[0007] According to the present invention, it is possible to provide a gaming machine that can reduce the occurrence of fluctuation slumps. [Brief description of the drawings]
[0008] [Figure 1] 1 is an external view of a gaming machine according to one embodiment of the present invention; [Diagram 2] A diagram showing the game board and effect buttons. [Diagram 3] FIG. 2 is a block diagram showing a control device. [Figure 4] An explanatory diagram for explaining winning types and game state transitions. [Figure 5A] FIG. 2 is an explanatory diagram for explaining a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram explaining the preview performance. [Figure 6] 13 is a flowchart showing the main processing on the main control side. [Figure 7] 13 is a flowchart showing timer interrupt processing on the main control side. [Figure 8] 8 is a flowchart showing a special symbol management process in FIG. 7. [Figure 9] This is a flowchart showing the starting port check processing of Special Drawing 1 in Figure 8. [Figure 10] 9 is a flowchart showing the special pattern variation start processing in FIG. 8. [Figure 11] 11 is a flowchart showing the game state transition preparation process in FIG. [Figure 12] 9 is a flowchart showing the processing during the special pattern change in FIG. 8. [Figure 13A] 9 is a flowchart showing the first half of the special symbol confirmation time process in FIG. 8. [Figure 13B] 9 is a flowchart showing the latter half of the special symbol confirmation time process in FIG. 8. [Figure 14] 8 is a flowchart showing the special electric accessory management process in FIG. 7. [Figure 15] This is a flowchart showing the jackpot end processing in Figure 14. [Figure 16] 13 is a flowchart showing the main processing on the performance control side. [Figure 17] 13 is a flowchart showing the performance control side timer interrupt processing. [Figure 18] 17 is a flowchart showing pending addition command receiving processing in the command analysis processing in FIG. 16. [Figure 19] 17 is a flowchart showing a decorative designation command receiving process in the command analysis process in FIG. 16. [Figure 20] FIG. 1 is a diagram showing a variation pattern allocation designation number table. [Figure 21] A figure showing a game state transition table selection table. [Figure 22] FIG. 13 is a diagram showing a game state transition table. [Figure 23] A figure showing a fluctuation pattern allocation table selection table. [Figure 24] This is a diagram showing a winning fluctuation pattern allocation table (also used when winning). [Diagram 25] A diagram showing a losing variation pattern allocation table (also used when winning). [Figure 26] A diagram showing a list of winning commands and winning variation pattern designation commands when a win occurs. [Figure 27] A figure showing a list of winning commands and losing variation pattern designation commands when a winning combination is lost. [Figure 28]FIG. 13 is a diagram showing a failure fluctuation pattern allocation table according to another embodiment (second embodiment) of the present invention. [Figure 29] A figure showing a variation pattern allocation table selection table related to another embodiment. [Diagram 30] FIG. 13 is a diagram showing a modified example (modified example 2) of the failure fluctuation pattern allocation table according to another embodiment. [Diagram 31] A figure showing a modified example (modified example 3) of the failure fluctuation pattern allocation table according to another embodiment. [Diagram 32] FIG. 13 is a diagram showing a modified example (modified example 4) of the failure fluctuation pattern allocation table according to another embodiment. [Diagram 33] FIG. 13 is a diagram showing a modified example (modified example 5) of the failure fluctuation pattern allocation table according to another embodiment. [Diagram 34] FIG. 13 is a diagram showing a modified example (modified example 6) of the failure fluctuation pattern allocation table according to another embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] First Embodiment Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. Note that in the following embodiments, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.
[0010] <1. Overview of configuration: Figures 1 and 2> An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the exterior of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of a gaming board.
[0011] The pachinko game machine 1 (hereinafter, abbreviated as "game machine 1") shown in Fig. 1 has a picture frame-like front frame 2 attached to the front of a wooden outer frame 4 so as to be able to open and close, a game board 3 (see Fig. 2) mounted in a game board storage frame (not shown) attached to the back surface of the front frame 2, and a game area 3a formed on the surface of this game board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this game area 3a. Various control boards (see Fig. 3) for controlling game operations are provided on the back surface 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 to one side, the glass door 6 is locked to the front frame 2, and by operating it to the other side, the front frame 2 is unlocked to the outer frame 4, allowing the door to be opened to the front.
[0013] A front operation panel 7 is disposed below the glass door 6 and is pivotally supported by the front frame 2 via a hinge (not shown) so as to be freely opened and closed. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 is formed in the upper tray unit 8 to store the discharged game balls.
[0014] The upper tray unit 8 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downward from the gaming machine 1, a ball lending button 11 for requesting the payment of game balls from the game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of any valuable medium inserted into the game ball lending device.
[0015] In addition to the push button type performance button 13 (first operation means), the upper tray unit 8 is provided with a cross-shaped directional key 75 (second operation means) that is composed of a button 75a pointing to the up direction, a right button 75b, a down button 75c, and a left button 75d, and can be operated to input in the up, down, left and right directions. The performance button 13 and the directional key 75 function as operation means that can be operated by the player, and the reception of operation input is enabled during a predetermined operation valid reception period (button valid period) in a specific advance notice performance (for example, "player participation type performance" described later), and when a predetermined operation (for example, one press, long press, repeated taps, etc.) is performed during this valid period, it is possible to bring about a change in the performance before and after the operation. In addition, these operation means are also used when the player sets his / her preferred game settings on the "game setting screen (menu screen)" related to the customer waiting waiting (during the "customer waiting before performance (demo start waiting display)" or "customer waiting performance (demo display)" described later). In this game setting, the player can set the game environment such as the volume adjustment and the light adjustment to his / her liking within a predetermined range by using the operation means, and the setting items and the adjustment amount are displayed on the game setting screen.
[0016] In addition, the performance button 13 and the directional key 75 are provided with built-in lamps (button LED 13b) therein, and the light emission state of the button LED 13b (for example, lit, flashing, off, etc.) can indicate the period when operation acceptance is valid (flashing, lit) and the period when operation acceptance is invalid (off).
[0017] A launching operation handle 15 for operating the launching device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. The launching device 32 functions as a launching means capable of launching game balls toward the game area 3a, and in this embodiment, has a launching performance of about 100 balls per minute.
[0018] Speakers 46 that produce sound effects (sound effects) are provided on both sides of the upper part of the front frame 2 and on the upper side of the launch operation handle 15. In addition, multiple decorative lamps 45 (performance LEDs) that produce light effects through light decoration are provided in appropriate places on the gaming machine, such as in the decorative member around the front frame of the glass door 6 and inside the center ornament 48 (see Figure 2).
[0019] (Game board: Figure 2) Next, the configuration of the game board 3 will be described with reference to Fig. 2. As shown in the figure, a ball guide rail 5 for guiding a launched game ball is attached in a ring shape as a board surface partition member on the game board 3, and the approximately circular area surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.
[0020] A liquid crystal display device (LCD) 36 is provided in the approximate center of this game area 3a. Under the control of the performance control unit 24 described later, this liquid crystal display device 36 displays various effects by images, including the variable display operation (variable display and stop display) of multiple types of decorative patterns (for example, the "left pattern," "middle pattern," and "right pattern" shown in FIG. 5A) that are independently made up of numbers, characters, symbols, etc., in a predetermined display area (variable pattern display area).
[0021] In addition, a center ornament body 48 is provided in the game area 3a so as to surround the display surface of the liquid crystal display device 36 at a distance. The center ornament body 48 is provided along the front side of the game board 3, and is integrally provided with a front mounting plate 48a fixed to the game board 3 and an armor frame portion 48b that forms the outer periphery of the center ornament body 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 acts as a flow path distribution means that allows the flow path of the game ball to be distributed to the left and right depending on the strength or stroke length of the game ball. In this embodiment, a free movement area through which the game ball can pass is formed between the upper surface of the center ornament body 48 and the ball guide rail 5, and the game ball shot into the upper side of the game area 3a by the launch device 32 is distributed to the left and right at the upper side of the armor frame portion 48b, and flows down either the left flow path 3b on the left side of the center ornament body 48 or the right flow path 3c on the right side.
[0022] The non-play area near the upper right edge (upper right corner) of the game board 3 is a display area for various functions, and includes 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) that are arranged horizontally in correspondence with the upper starting hole 34 (for the first special symbol) and the lower starting hole 35 (for the second special symbol). The special symbol display devices 38a and 38b are adapted to execute a 'special symbol variable display game' by a variable display operation (variable display and stop display) of the 'special symbol' expressed by the 7-segment. The liquid crystal display device 36 displays decorative symbols by images in a time-synchronized manner with the variable display of the special symbols by the special symbol display devices 38a and 38b, and executes a 'decorative symbol variable display game' together with various advance notice effects (effect images). Details of the special symbol changing display game and the decorative symbol changing display game will be explained later.
[0023] In addition, in the various function display section, a composite display device (LED display for reserved composite display) 38c consisting of a 7-segment display (with dots) is arranged next to the special symbol display devices 38a and 38b. It is called a composite because it is a reserved, time-saving, and high probability composite display device that has the display function of multiple status information such as displaying the number of reserved balls in operation for special symbol 1, displaying the number of reserved balls in operation for special symbol 2, displaying the number of reserved balls in operation for normal symbols, notifying the status of right-handed hits, and notifying the status of when the variable time-saving function is in operation (during time-saving) and when in a high probability state (during high probability).
[0024] In addition, the various function display unit is provided with a normal symbol display device 39a (normal symbol display means) that is configured by arranging multiple (two in this embodiment) LEDs next to the composite display device 38c. In the normal symbol display device 39a according to this embodiment, a normal symbol variable display game is executed by the variable display operation of the normal symbol represented by the two LEDs. For example, as the variable display operation, the normal symbol by the LEDs alternately lights up and goes out like a seesaw, and when either side stops in a lit state, the result of the normal symbol variable display game is determined.
[0025] In addition, a right-hand hit display device 39b is provided adjacent to the normal symbol display device 39a. This right-hand hit display device 39b notifies the player whether a "right hit" in which the ball is aimed to pass (flow down) through the right flow path 3c is advantageous, or whether a "left hit" in which the ball is aimed to pass (flow down) through the left flow path 3b is advantageous, by a combination of the on and off states of the LED. For example, if the LED is on, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.
[0026] In addition, a round number display device 39c is provided adjacent to the right-hit display device 39b, which is made up of two LEDs (round display LEDs). This round number display device 39c notifies the player of the specified number of rounds (maximum number of rounds) related to a jackpot by combining the on / off states of multiple LEDs.
[0027] Below the center decorative body 48, there are provided above and below a normal variable winning device 41 equipped with an upper starting port 34 (first special pattern starting port: first starting means) and a lower starting port 35 (second special pattern starting port: second starting means), and inside each are formed detection sensors 34a, 35a (upper starting port sensor 34a, lower starting port sensor 35a: see Figure 3) that detect the passage of the game ball.
[0028] The upper starting port 34, which is the first special symbol starting port, is a winning port related to the starting condition of the variable display operation of the first special symbol (hereinafter, the first special symbol is 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 "winning device with fixed winning rate" that does not have a "starting port opening / closing means" that makes the starting port open or expandable. In this embodiment, due to the action of a game ball falling direction changing member (for example, a game nail (not shown), a windmill 44, a center ornament 48, etc.) in the game area 3a, the upper starting port 34 is configured to be easily configured to enter (win) a game ball that has flowed down the left flow path 3b, while it is configured to be difficult or impossible to enter a game ball that has flowed down the right flow path 3c.
[0029] The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can vary the winning rate of the game ball in the starting hole by the starting hole opening and closing means. In this embodiment, the starting hole opening and closing means includes a pair of left and right movable wing pieces (movable members) 47, and the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged by the opening and closing operation of the movable wing pieces 47.
[0030] The lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting condition of the variable display operation of the second special pattern (hereinafter, the second special pattern is referred to as "special pattern 2" and sometimes abbreviated as "special pattern 2") in the special pattern display device 38b (second special pattern display device), and the winning area of this lower starting opening 35 is configured to be changeable between an open state (easy winning state) that makes winning easier and a closed state (difficult winning state) that makes winning more difficult than the open state or makes winning impossible, depending on the operating state (operation or non-operation) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is not operated, it holds a closed state (unable to win) that makes it impossible to win at the lower starting opening 35.
[0031] In addition, five general winning ports 43 are provided on both sides of the normal variable winning device 41, four on the left side (43a to 43d) and one on the right side (43e), and each of them has a general winning port sensor 43h (see Figure 3) formed inside it that detects the passage of the game ball.
[0032] In addition, a normal symbol start port 37 (third start means) consisting of a passage gate through which game balls can pass is provided diagonally above the right of the normal variable winning device 41, that is, above the middle part of the right flow-down path 3c. This normal symbol start port 37 is a winning port related to the variable display operation of the normal symbol in the normal symbol display device 39a, and inside it is formed a normal symbol start port sensor 37a (see FIG. 3) that detects the game balls passing through. In this embodiment, the normal symbol start port 37 is formed only on the right flow-down path 3c side and not on the left flow-down path 3b side, but it may be formed on both flow-down paths.
[0033] On the path from the normal pattern starting port 37 to the normal variable winning device 41 in the right flow path 3c, there is provided a special variable winning device 52 (special electric device) which is configured to be able to open or expand the large winning port 50 by a recessed opening door 52b, and inside it is formed a large winning port sensor 52a (see Figure 3) which detects a game ball that has entered the large winning port 50.
[0034] The periphery of the large prize opening 50 is a bulging portion (decorative member) 55 that bulges out from the surface of the game board 3, and the upper side 55a of this bulging portion 55 forms the downstream guide portion of the right flow path 3c. When the large prize opening 50 is closed by the opening door 52b (large prize opening closed state), a surface that is continuous with the upper side 55a of this bulging portion 55 is formed to form a part of the downstream guide portion (upper side 55a) of the right flow path 3c. In addition, in the downstream area of the right flow path 3c, in the area above the upper side 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 protruded almost parallel to the flow direction of the game balls, and acts to move the flowing game balls toward the large prize opening 50.
[0035] The process of the game ball entering the big prize opening 50 is as follows. The game ball that has passed through the free movement area between the top surface of the center decoration 48 and the ball guide rail 5 flows down along the top surface (upper side) 55a of the bulge 55 that protrudes from the game board 3 and functions as a guide for the game ball. Then, the game ball comes into contact with the right end of the flow path correction plate 51d protruding from the game board 3 surface, and the flow direction of the game ball is corrected to the direction (downward) of the big prize opening 50. At this time, if the big prize opening 50 is covered by the plunge-in type opening door 52b (big prize opening closed state), the game ball rolls on it and is further guided in the direction of the tulip-type normal variable prize opening device 41 (lower starting opening 35) by the gauge configuration (arrangement of game nails) not shown. At this time, if the lower starting opening 35 is in a state where a prize can be won (starting opening open state), the game ball can win into the lower starting opening 35, but if the opening door 52b is retracted into the game board surface and the large prize opening 50 is open (large prize opening open state), the game ball is guided into the large prize opening 50.
[0036] In this embodiment, when the player aims the launch position toward the special variable winning device 52 (when aiming so that the game ball passes through the right flow path 3c), the game ball is difficult to guide or cannot be guided toward the upper starting port 34. Therefore, if the "big winning port closed state", it is difficult or impossible for the game ball to win at each starting port 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is operated.
[0037] If the winning means are classified according to whether they belong to the left or right flow path, that is, whether the game ball flowing down the left flow path 3b or the right flow path 3c can win a prize, the winning means belonging to the left flow path 3b include the upper start opening 34, the lower start opening 35, and the general winning openings 43a to 43d on the left side, and the winning means belonging to the right flow path 3c include the upper start opening 34, the lower start opening 35, the normal pattern start opening 37, the big winning opening 50, and the general winning opening 43e on the right side. Note that the lower start opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is in an open state (start opening open state), and winning is possible from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is operated when the game ball passes through the normal symbol starting opening 37 located on the right side of the game area 3a (winning), so it can be said that it is a winning means that belongs only to the right flow path 3c. Also, the big winning opening 50 belongs only to the right flow path 3c, and only game balls from the right flow path 3c can win.
[0038] (Right-handed advantage under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming to make the gaming ball pass through the right flow path 3c, the gaming ball is likely to enter the normal pattern start hole 37, but the gaming ball is difficult or not guided to the upper start hole 34 side. Therefore, in the "large prize hole closed state", it is difficult or impossible to enter each start hole 34, 35 unless the movable wing piece 47 of the normal variable prize device 41 is operated. However, when the "electric support state (electric support state)" described later occurs, this movable wing piece 47 operates in an opening and closing pattern that is more advantageous than at least the normal state (normal gaming state). Therefore, in this electric support state, it is advantageous to "hit right" aiming to make the gaming ball pass through the right flow path 3c, rather than "hit left" aiming to make the gaming ball pass through the left flow path 3b. On the other hand, in the "no electric support state (non-electric support state)" described later, the opposite is true: "left hit" aiming the game ball to pass through the left flow path 3b is considered advantageous, rather than "right hit" aiming the game ball to pass through the right flow path 3c. In other words, whether "left hit" or "right hit" will be advantageous for the player in the game progress varies depending on the game state. In addition, as will be described in detail later, in the game state accompanied by the electric support state (starting hole winning easy state), there are "time-saving state" and "probability state", and in the game state accompanied by the no electric support state (starting hole winning difficult state), there are "normal state" and "potential state".
[0039] Each winning port such as the upper start port 34, the lower start port 35, the normal pattern start port 37, the big winning port 50, or the general winning ports 43a to 43e functions as a winning means arranged in the game area 3a, and detection switches (winning detection switches) such as the upper start port sensor 34a, the lower start port sensor 35a, the normal pattern start port sensor 37a, the big winning port sensor 52a, or the general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e) function as a winning detection means for detecting a game ball that has entered the winning means. Note that the number, shape, and formation position of each of the winning means described above can be appropriately changed according to the game characteristics. In addition, for each winning means, whether the game ball flowing down the left flow path 3b and / or the right flow path 3c is difficult to win or cannot win, or can win, can also be appropriately changed according to the game characteristics.
[0040] When a game ball wins at each winning hole, the number of prize balls per winning ball that is promised for each winning hole is paid out from the game ball payout device 19 (see FIG. 3). For example, 3 balls are paid out from the upper starting hole 34, 1 ball from the lower starting hole 35, 0 balls (no prize balls) from the normal pattern starting hole 37, 15 balls from the large winning hole 50, and 3 balls from the general winning holes 43a-e. Game balls that do not win at each of the above winning holes are discharged from the game area 3a through the outlet 49. Here, "winning" refers to the winning hole taking in the game ball, or, in the case of a winning hole that does not have a structure that takes in the game ball but is a passing-type gate (for example, the normal pattern starting hole 37), the game ball passing through the gate. In fact, when a game ball is detected by each winning detection switch formed at each winning hole, it is treated as if a "winning" has occurred at that winning hole. The game ball related to this winning is also called a "winning ball."
[0041] <Movable parts> In addition, multiple movable body parts are arranged in the game area 3a at positions that do not interfere with the flow of the game balls. In this embodiment, the first movable body part 80 is arranged in the upper right side of the center decoration body 48, and the second movable body part 90 is arranged diagonally below it to the right. The first movable body part 80 has a clock face part 81 consisting of a number display part divided into 12 number sectors with the numbers "I" to "XII" attached, and a clock hand 82 consisting of an hour hand and a minute hand formed to be rotatable on the clock face part 81, and as a whole forms a "wall clock part". In this sense, the first movable body part 80 is also called a "clock-type part". The clock face part 81 has a full-color LED on the back side or inside for each sector division location indicated by the hour hand, or the number sector itself is composed of a full-color LED, and each number sector can be independently illuminated in a different color.
[0042] The second movable body accessory 90 has a flower-shaped part 91 (first movable body 91) with a corolla consisting of multiple petals around the center of the flower, and a calyx around the outside of the corolla to make the perianth double, and the flower-shaped part 91 is attached to the tip of an arm 92 (second movable body 92) that can swing, and is configured as a flower-shaped accessory 90 as a whole. The flower-shaped part 91 has multiple petals that can rotate around the center of the flower. This flower-shaped accessory 90 is usually stationary at an original position (shown by a solid line in FIG. 2) set on the edge of the LCD screen or to the side outside the LCD screen, and when a predetermined operating condition is met, the arm 92 tilts and moves together with the arm 92 to a position (shown by a dashed line in FIG. 2) where the flower-shaped part 91 covers the LCD screen. Then, when it moves to the performance position shown by the dashed line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the semi-transparent flower center and petal parts are illuminated from behind by a lamp or full-color LED, so that they can be beautifully illuminated. When the flower-shaped role 90 finishes its operation, it returns from the performance position shown by the dashed line to the original position shown by the solid line. The flower-shaped part 91 can have multiple types of operation patterns such as high-speed rotation, low-speed rotation, and reverse rotation as the rotation of the petals, and the arm 92 can have multiple types of operation patterns such as a full-open tilting operation in which it tilts to the dashed line part, a semi-tilting operation in which it tilts to a predetermined tilting angle, a vibration operation in which the arm vibrates rattle, and an inching operation. The clock-shaped role 80 (clock hand 82) and the flower-shaped role 90 (first movable body 91, second movable body 92) are used for advance notice performances depending on their operation modes, and are also used when executing (appearing) the setting suggestion performance described below.
[0043] <2. Control device: Figure 3> Next, a control device that controls game operations of the gaming machine 1 according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a control block diagram showing an overview of the control device.
[0044] 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 referred to as the "main control unit 20") which generally controls the control of the overall gaming operation (gaming operation control), a performance control board (performance control means) 24 (hereinafter referred to as the "performance control unit 24") which receives a performance control command from the main control unit 20 and generally controls the execution (appearance) control of the performance by the performance 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) from an external power supply to each board of the gaming machine. A liquid crystal display device 36 is connected to the performance control unit 24 as an image display device. Note that the power supply route is omitted in FIG. 3.
[0045] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor incorporating a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program describing the game operation control procedures, as well as various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer (equivalent to a Z80 system).
[0046] Although not shown, the main control unit 20 also includes an interrupt controller circuit that provides the Z80 system with a periodic interrupt, a constant-period pulse output creation function (bit rate generator), and a time measurement function, an interrupt enable / disable function such as a timer interrupt that provides an interrupt signal to the CPU, a reset circuit that detects power-on and power-off and power abnormalities and outputs a system reset signal to reset the CPU, a watchdog timer (WDT) circuit that monitors operation abnormalities in the control program, an IAT circuit that monitors whether the program is being executed correctly within a preset address range, and a counter circuit for generating random numbers (hard random numbers) within a certain range in a hardware manner. At least the main control unit (main control board) 20 and the payout control board 29 are capable of starting a backup process prior to power cutoff by receiving a voltage drop signal (power abnormality signal) from a power board (not shown) and resuming the game operation before the power cutoff after the power is restored (backup function).
[0047] The counter circuit includes a random number generating circuit that generates random numbers, and a sampling circuit that samples random numbers from the random number generating circuit at a predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends an instruction to the sampling circuit according to the processing state, thereby obtaining the number indicated by the random number generating circuit as a random number for internal lottery (random number for jackpot determination (size of random number: 65536)), and uses the random number for the jackpot lottery. The random number for internal lottery is obtained by adding a soft random number generated by appropriate software processing and a hard random number to prevent cheating such as aiming for a jackpot.
[0048] In addition, the main control unit 20 is connected to an upper starting hole sensor 34a which detects entry into the upper starting hole 34, a lower starting hole sensor 35a which detects entry into the lower starting hole 35, a normal pattern starting hole sensor 37a which detects the passage of the game ball into the normal pattern starting hole 37, a large prize hole sensor 52a which detects entry into the large prize hole 50, and a general prize hole sensor 43h which detects entry into the general prize hole 43, and the main control unit 20 receives detection signals from these sensors and determines which prize hole the game ball has entered (won).
[0049] The main control unit 20 is also connected to an OUT monitoring switch 49a that detects game balls (out balls) discharged from the gaming machine through the OUT port 49 and each winning port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 is equipped with a counting means (out ball counting means) that counts the number of out balls based on the detection signal from the OUT monitoring switch 49a. The number of out balls is one of the "game performance information" that is specified by a specific value. For example, if "the cumulative number of out balls today is 30,000 balls," it is possible to obtain operation information that the gaming machine 1 was in operation for 300 minutes today ("cumulative number of out balls (balls) / firing performance (100 balls per minute)=operation time"). The number of out balls is also used to calculate a base value (one of the game performance information) described later.
[0050] In addition, a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor: not shown) for detecting fraudulent activity against the gaming machine 1 is connected to the main control unit 20, and the main control unit 20 is able to monitor fraudulent activity against the gaming machine based on the detection signal from the fraud detection sensor.
[0051] In addition, the main control unit 20 is connected to a normal electric role solenoid 41c for controlling the opening and closing of the movable wing piece 47 of the lower starting opening 35, and a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.
[0052] Special symbol display devices 38a and 38b are also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of special symbols 1 and 2. A normal symbol display device 39a is also connected to the main control unit 20, and is capable of transmitting control signals for controlling the display of normal symbols.
[0053] In addition, a composite display device 38c, a right-hand hit display device 39b, and a round number display device 39c are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of various information displayed on these devices.
[0054] The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can output one or more outer end signals including specific game information to an external device such as a hall computer HC or a data counter (not shown) provided outside the gaming machine via the frame external terminal board 21. The game information included in the outer end signal includes, for example, winning game start / end information, winning information, special symbol variation start / variation stop information, winning ball number information, and various security information (information on detection of fraudulent activity, RAM clear, door opening, setting change, etc.). The "hall computer HC" is a management computer dedicated to gaming parlors that monitors and collects game information of gaming machines based on the game information included in the outer end signal, and centrally manages the operating status of gaming machines installed in pachinko parlors.
[0055] The main control unit 20 is also capable of outputting a type test signal that identifies the gaming operation in real time from the frame external terminal board 21 in response to a type test (a test related to the type inspection of gaming machines based on the regulations related to the certification and type inspection of gaming machines) conducted by the Security Electronics and Telecommunications Technology Association (STA). When a gaming machine that meets the type test is installed in a pachinko parlor, no changes to the compliant control program are permitted. For this reason, the type test signal continues to be output repeatedly even after the machine is installed in the pachinko parlor.
[0056] The main control unit 20 is also connected to a RAM clear switch 98 for initializing a predetermined area (internal memory) of the RAM 203, a setting key switch 94 that can be switched between a setting change permission state (ON) in which the setting value change operation is permitted and a setting change prohibition state (OFF) by inserting a setting key and turning it ON / OFF, a setting change switch 95 for changing the setting value (details will be described later) in the setting change permission state, and a setting change completion switch 96 for confirming the setting value selected by the setting change switch 95, and the main control unit 20 is capable of receiving detection signals from these switches. The RAM clear switch 98, the setting change switch 95, and the setting change completion switch 96 are all push button switches that can be operated by the operator. From the viewpoint of preventing fraudulent acts on the setting values, these switches 94, 95, 96, and 98 are formed at appropriate positions inside the gaming machine that are not visible to the player, and cannot be turned ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0057] A setting display 97 (setting display means) that displays information about the setting values is connected to the main control unit 20, and the main control unit 20 is capable of transmitting a control signal for controlling the display of the setting display. The setting display 97 according to this embodiment is composed of one 7-segment display, and is mounted on the main control unit (main control board) 20. The setting display 97 can be provided not only on the main control board 20, but also on a payout control board 28, a launch control board 29, a relay board (a relay board that relays connections between various display devices, switches, and the like and the control board: not shown), or a performance control unit (performance control board (including a liquid crystal control board)) 24, or in any other appropriate location within the gaming machine.
[0058] (About the setting value) The main control unit 20 is provided with a "setting change function" that can change the expected value (profit) of the profit given to the player, such as the payout rate (so-called "machine payout rate" or "PAYOUT rate"), in stages. The above-mentioned "setting value" is a value that indicates this stage. This setting value can be confirmed by the setting display 97, and is set appropriately by the hall staff mainly based on the business strategy of the pachinko hall (game facility).
[0059] The "setting value" is, for example, a value that specifies the probability of winning a lottery (probability of winning a big win) (a winning type that will activate a condition device described later) in stages, and the higher the setting value, the higher the probability of winning a lottery (probability of winning a big win), which is advantageous to the player. At least two stages (at least a first setting value and a second setting value) can be set for such a setting value. In this embodiment, six setting values from setting 1 to 6 are set, and for example, at the time of low probability, setting 1 is 1 / 280, setting 2 is 1 / 275, setting 3 is 1 / 270, setting 4 is 1 / 265, setting 5 is 1 / 260, setting 6 is 1 / 255, etc. In other words, the higher the setting value, the easier it is to win a big win (the higher the machine payout), which is advantageous to the player. In this way, the "setting value" is a value that specifies the events that affect the machine payout in stages, and means a value for a grade related to the likelihood of a special event such as a big win occurring. That is, the probability of winning a jackpot at low probability and / or the probability of winning a jackpot at low probability can be configured to vary according to the setting value. When the probability of winning a jackpot is high (when the special symbol probability function described later is activated), the probability can increase to a value not exceeding 10 times. However, the increase rate may be the same for each setting value or may be different. In the case of this embodiment, the increase rate is the same for each setting value. In the above example, if the probability of winning a jackpot at low probability is set to 1 / 280 to 1 / 255 for settings 1 to 6 and the increase rate is 5 times, the probability of winning a jackpot at high probability is set to 1 / 56 to 1 / 51 for settings 1 to 6.
[0060] In addition, when multiple types of jackpots are provided, the winning probability of one or multiple types of jackpots can be changed according to the set value. For example, if there are four types of jackpots, jackpots 1 to 4, the winning probability of all jackpots 1 to 4 may be configured to be higher as the set value becomes relatively higher, or only the winning probability of some jackpots, jackpots 1 to 3, may be configured to be higher (in this case, the winning probability of jackpot 4 is common to all set values), or only the winning probability of a specific jackpot (for example, only jackpot 1) may be configured to be higher (in this case, the winning probability of jackpots 2 to 4 is common to all set values). In addition, the winning probability of the combined winning probability of jackpots 1 to 4 may be configured to be higher as the set value becomes relatively higher. In addition, the winning probability of the small winning type that does not trigger the operation of the condition device may be changed according to the set value, as in the case of the jackpot described above, or may be the same for all settings.
[0061] (How to change the 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 in the ON state, the setting change is permitted, and if the power is turned on by any other switch operation, the setting change is prohibited. In this setting change permitted state, each time the setting change switch 95 is turned ON, the current display value of the setting display 97 is switched cyclically within the range of settings 1 to 6, such as "1→2→3→4→5→6→1→2→3→...". When a desired setting value is displayed, if the setting change completion switch 96 is turned ON (setting confirmation operation), the current display value is confirmed as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. If the setting key switch 94 is turned OFF from the current ON state, the setting change permitted state is ended, and thereafter, a game will be started under the confirmed setting value. The main control unit 20 has a setting function (setting means) that can set a setting value related to the winning probability by a jackpot lottery (random number lottery).
[0062] The present invention can also be applied to a "game machine without a setting function" that does not have a setting function. Also, the setting value may not be switchable to multiple levels, but may be a "game machine with a one-step setting function" that has only one setting value. This "game machine with a one-step setting function" means a type in which the setting change operation (setting operation of the setting value) itself is possible, but only one setting value can be selected, and is mainly used to facilitate design by providing design compatibility and versatility between "game machines with a setting function" and "game machines without a setting" when designing a new model. This "game machine with a one-step setting function" is essentially the same as a "game machine without a setting" in that there is only one setting value. In the case of a "game machine with a one-step setting function", even if the setting change switch 95 is operated, the display value of the setting indicator 97 shows only a certain setting value, for example, "1→1→1→1→···", and only one setting value can be selected.
[0063] The main control unit 20 can also transmit various performance control commands to the performance control unit 24 depending on the processing state. The performance control commands include, for example, various game processing information such as information on the special symbol variable display game and error information. However, in order to prevent cheating from the outside, the main control unit 20 is configured for one-way communication in which it only transmits signals to the performance control unit 24 and cannot receive signals from the performance control unit 24.
[0064] (About Performance Indicator 99) A performance indicator 99 (information display means) that notifies information (hereinafter referred to as "performance information") related to game results for a predetermined period (specific game period) is connected to the main control unit 20, and the main control unit 20 is capable of transmitting a control signal for controlling the display of the performance indicator 99. The performance indicator 99 of this embodiment is made up of a plurality of 7-segment LEDs, and more specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which a display unit and a circuit unit are unitized are arranged horizontally, and these are mounted on the main control board 20, for example, to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number. The above-mentioned "performance information" is mainly used by pachinko parlors and relevant authorities for confirmation and investigation, for example, to investigate whether there is any abnormality in the ball-dispensing performance due to illegal adjustment of game nails or cheating, and whether the original ball-dispensing performance (designed ball-dispensing performance) of the gaming machine is being properly demonstrated, in other words, "information on game performance (game performance information)". Therefore, unlike the preview performance and setting suggestion performance described later, the performance information itself is information that is not directly related to the game progress itself when the player enjoys the game. For this reason, the performance indicator 99 is not installed in a place visible to the player, but is mounted in a place inside the gaming machine that is easy to see, such as on the control board or the board case that protects it.
[0065] In this embodiment, the total number of payouts (number of payouts in normal state) during the normal state (when the probability of winning the lottery is low (normal probability) and when there is no electric support, as described later) and the cumulative number of out balls during the normal state (number of out balls in normal state) are measured in real time, and the value obtained by dividing the number of payouts in normal state by the number of out balls in normal state and multiplying this value by 100 (the base value calculated by number of payouts in normal state ÷ number of out balls in normal state × 100: base value in normal state) is adopted as the above-mentioned "performance information" and displayed in a predetermined manner by the performance display 99. The base value is rounded off to the first decimal place and displayed on the performance display 99. However, instead of simply measuring permanently and displaying the base value (performance information), when the number of out balls being measured reaches a predetermined number (for example, 60,000 balls), the measurement is temporarily stopped, and the base value at the time of the end of the measurement is stored in the RAM 203 as history information (the current base value is stored), and measurement of a new base value is started again. In this embodiment, the above-mentioned "prescribed number (60,000 balls)" that is the trigger for ending the measurement does not refer to the number of balls out during normal play, but to the cumulative number of balls out (number of balls out in all states) measured during all game states (including during a winning game), and this "number of balls out in all states" is also measured in real time. The processing program and its work area related to the display control and base value in the performance indicator 99 are set in an area (outside area memory) different from the area (inside area memory) that the CPU 201 accesses during normal game progress. In addition, the performance information is not limited to the above-mentioned base value in the normal state, and is not particularly limited as long as it is useful game performance information. In addition, at least one of the four 7-segment indicators 99a to 99d of the performance indicator 99 can function as the setting indicator 97.
[0066] In addition, a payout control board (payout control unit) 29 is connected to the main control unit 20, and this payout control board 29 is connected to a launch control board (launch control unit) 28 that controls the launch device 32, and a game ball payout device (game ball payout means) 19 that pays out game balls.
[0067] The main role of the payout control board 29 is 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 signal) related to the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 is capable of transmitting a control command related to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, while the payout control board 29 is capable of transmitting the above-mentioned status signal to the main control unit 20.
[0068] The payout control board 29 is connected to a full detection sensor 60 that detects the storage state of the game balls stored in the upper tray 9 (whether the upper tray 9 is full or not), and a door open sensor 61 (ON when open / OFF when closed) that detects the open / closed state of the front frame 2 and / or front operation panel 7, and the payout control board 29 is capable of receiving detection signals from these sensors.
[0069] The payout control board 29 can receive 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 game balls (prize balls) to be paid out, which are provided in the game ball payout device 19. The payout control board 29 can also transmit a control signal for controlling a payout motor 19c (a motor that drives a ball payout mechanism (not shown) for paying out game balls) of the game ball payout device 19.
[0070] The payout control board 29 is configured to be able to transmit various status signals, such as a "ball jam signal" indicating a full state, a "door open signal" indicating that the front frame 2 / front operation panel 7 is open, a "supply shortage signal" indicating a shortage of game balls, a "counting error signal" indicating a prize ball payout abnormality (shortage or excess payout), and a "payout completion signal" indicating the completion of the payout operation, to the main control unit 20 based on detection signals from various sensors such as the full detection sensor 60, the door open sensor 61, the supply shortage detection sensor 19a, and the ball count sensor 19b. Based on these status signals, the main control unit 20 monitors whether the front frame 2 / front operation panel 7 is open (door open error), whether the payout operation of the game ball payout device 19 is normal (prize ball error), whether the upper tray 9 is full (ball jam error), etc.
[0071] The payout control board 29 is connected to a launch control board (launch control section) 28, which is capable of transmitting a launch control signal ES (launch permission signal ES) to the launch control board 28. The launch control board 28 controls the energization of a launch solenoid (not shown) provided in the launch device 32 based on the launch permission signal ES being output from the payout control board 29, and realizes the launching operation of the game ball by operating the launch operation handle 15. Specifically, the launching operation of the game ball is permitted under the conditions that the launch permission signal ES is output from the payout control board 29, a touch sensor (not shown) provided in the launch operation handle 15 detects that the player is touching the handle (detection of a touch state), and a launch stop switch (not shown) provided in the launch operation handle 15 is not operated. Therefore, when the launch permission signal ES is not output, the launch operation is not executed even if the launch operation handle 15 is operated, and the game ball is not launched. In addition, the strength of the launch of the game ball can be changed according to the amount of operation of the launch operation handle 15.
[0072] (2-2. Production Control Unit 24) The performance control unit 24 is mainly composed of a microcomputer equipped with a microprocessor with a built-in CPU 241 (performance control CPU), a ROM 242 (performance control ROM) storing performance data required for performance control processing, and a RAM 243 (performance control RAM) functioning as a work area and buffer memory, and is also provided with an audio control unit (sound source LSI), an RTC function unit (Real Time Clock), a counter circuit (16-bit counter, 8-bit counter) for generating hard random numbers within a certain range, an interrupt controller circuit, a reset circuit, a WDT circuit, etc., to control the overall performance operation. The RTC function unit is a clock IC that keeps time, and works as a clock means that provides real-time time information such as the current time ("what time it is now") and / or calendar information related to the date (month, date, day of the week). Like the main control unit 20, it also has a backup function and a software random number generation means (for example, a random number generation means for lottery for performance).
[0073] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and decide on a performance based on the performance control commands, control the image display of the LCD display device 36, control the sound of the speaker 46, control the illumination of various performance LEDs (decorative lamps 45, button LEDs 13b, other performance LEDs), and control the operation of various movable props (clock-shaped prop 80, flower-shaped prop 90).
[0074] The performance control unit 24 also includes a display control unit (not shown) that controls the display of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that controls the overall video output processing such as image development processing and image drawing, an image ROM that stores image data (performance image data) for which the VDP performs image development processing, a VRAM (Video RAM) that temporarily stores the image data developed by the VDP, a liquid crystal control CPU that outputs control data required for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedures of the liquid crystal control CPU and various data required for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.
[0075] In addition, in order to execute image display performances, light performances, sound performances, or movable body performances, the performance control unit 24 is equipped with a light display control unit for the light display device 45a including various performance LEDs such as decorative lamps 45 and button LEDs 13b, an audio control unit (sound source LSI) for the sound generating device 46a including speaker 46, and a drive control unit (motor drive circuit) for the movable body role motors 80c, 91c, 92c that operate the movable body roles (clock-shaped role 80, flower-shaped portion 91, arm 92), etc.
[0076] A position detection sensor 82a that monitors the operation of the movable role is connected to the performance control unit 24, and the performance control unit 24 controls the operation mode of the movable role while monitoring the current operation position (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. The performance control unit 24 also monitors malfunctions in the operation of the movable role based on the detection information from the position detection sensor 82a, and performs a predetermined error notification process if a malfunction occurs.
[0077] In addition, the performance control unit 24 is connected to a performance button switch 13a, which detects the operation of the performance button 13, and directional key switches 75a' to 75d', which detect the operation of the directional keys 75 (75a to 75d), and the performance control unit 24 is capable of receiving operation detection signals from these performance button 13 and directional keys 75.
[0078] When the performance control unit 24 receives a performance control command sent from the main control unit 20, it randomly or uniquely selects one of a number of prepared performance patterns based on the information contained in the command, and controls various performance means at the required timing to produce the desired performance. This realizes the display of performance images by the liquid crystal display device 36 (image display performance), the reproduction of sound from the speaker 46 (sound performance), and the lighting and blinking of the decorative lamps 45 and other performance LEDs (light performance), and the time-series development of various performance patterns (such as the variable display operation of decorative patterns and advance notice performances) realizes a "performance scenario" in the broad sense of the word. In addition, the performance control unit 24 is configured to be able to identify what operation has been performed on the performance button 13 and / or the directional key 75 (for example, pressing, long pressing, rapid tapping, the order in which the directional key 75 is pressed up, down, left, right, etc.) based on the operation detection signals from the performance button switch 13a and the directional key switches 75a'-75d' during a specified operation acceptance valid period (operation identification means), and is configured to be able to execute and control a performance according to the type of operation.
[0079] The performance control command defines its function by a two-byte configuration consisting of a one-byte mode (MODE) and a one-byte event (EVENT), and in order to distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When these pieces of information are transmitted as valid, a strobe signal is output corresponding to each of the mode (MODE) and event (EVENT). That is, when there is a command to be transmitted, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits 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 (EVENT) information, and transmits the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be in an active state by the CPU 201 for a predetermined period of time that allows the CPU 241 (performance control CPU) to reliably receive commands.
[0080] Also, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal to execute a control program for command reception interrupt processing, and the performance control command is acquired in this interrupt processing. Also, unlike the CPU 201, when an interrupt occurs based on the input of a strobe signal, the CPU 241 interrupts the interrupt processing based on another interrupt (timer interrupt processing executed periodically) even if the interrupt processing is being executed, and performs command reception interrupt processing with priority even if another interrupt occurs at the same time.
[0081] <3. Overview of operation> Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.
[0082] (3-1. Game with changing symbols) (3-1-1. Special symbol change display game, decorative symbol change display game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number lottery in the main control unit 20 based on a predetermined starting condition, specifically, based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has passed, derives and displays the result on the special symbol display device, thereby ending the special symbol variable display game.
[0083] In this embodiment, the big win lottery based on winning the upper starting hole 34 and the big win lottery based on winning the lower starting hole 35 are performed separately and independently. For this reason, the big win lottery result for the upper starting hole 34 is derived on the special symbol display device 38a side, and the big win lottery result for the lower starting hole 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, on the condition that a game ball has entered the upper starting hole 34, the special symbol 1 is displayed in a variable manner to start a first special symbol variable display game, while on the special symbol display device 38b side, on the condition that a game ball has entered the lower starting hole 35, the special symbol 2 is displayed in a variable manner to start a second special symbol variable display game. Then, when the special pattern variable display game is started on special pattern display device 38a or special pattern display device 38b, after a predetermined variable display time has elapsed, the special pattern being variable displayed is displayed in a predetermined "jackpot" manner if the jackpot lottery result is a "jackpot", in a predetermined "minor win" manner if the jackpot lottery result is a "minor win", and in a predetermined "miss" manner otherwise, thereby deriving the game result (jackpot lottery result).
[0084] For convenience of explanation, the first special symbol variable display game on the special symbol display device 38a side may be referred to as "special symbol variable display game 1", and the second special symbol variable display game on the special symbol display device 38b side may be referred to as "special symbol variable display game 2". In addition, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be simply referred to as "special symbol" (sometimes abbreviated to "special symbol"), and "special symbol variable display game 1" and "special symbol variable display game 2" may be referred to as "special symbol variable display game" without distinction.
[0085] When the special symbol variable display game is started, the decorative symbol variable display game is started by displaying decorative symbols (game symbols for presentation) on the liquid crystal display device 36, and various presentations are performed in association with this. When the special symbol variable display game ends, the decorative symbol variable display game also ends, and a predetermined special symbol indicating the result of the big win lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the big win lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol variable display game is reflected and displayed by the decorative symbol variable display game for presentation, including the decorative symbol variable display operation.
[0086] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is a "jackpot," the decorative symbol variation display game will develop an effect that reflects that result. Then, when the special symbol is displayed in a display mode that indicates a jackpot (for example, the 7-segment display shows "7") on the special symbol display device, the decorative symbols are displayed in a display mode that reflects the "jackpot" on the "left," "center," and "right" display areas on the liquid crystal display device 36 (winning symbols: for example, three decorative symbols are displayed in a display mode of "7," "7," "7") in the "left," "center," and "right" display areas.
[0087] When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large prize opening solenoid 52c (see Figure 3) of the special variable winning device 52 is activated and the opening door 52b opens and closes in a predetermined pattern, thereby opening and closing the large prize opening 50, and a special game state (jackpot game) which is more advantageous to the player than the normal state is generated. In this jackpot game, the winning area is opened or expanded until the time when the large prize opening is opened by opening door 52b has elapsed a predetermined time (maximum opening time: for example, 29.8 seconds) or the number of winning balls entering large prize opening 50 reaches the maximum number of winning balls (the upper limit of the number of winning balls allowed for the opening or expanded prize opening by one operation of the device: for example, 10 balls), and when either of these conditions is met, the large prize opening is closed (the round play ending condition (closing condition) is met), and this "round game" is repeated for a predetermined number of rounds (for example, up to 10 rounds).
[0088] When the jackpot game starts, an opening performance is performed using a start interval time (start INT), and when the start INT ends, round games are performed multiple times with a predetermined number of rounds (maximum number of rounds) as the upper limit. Then, when the maximum number of rounds ends, an ending performance is performed using an end interval time (end INT), and a series of jackpot games ends. When the current round game ends, the next round game starts after a predetermined interval time (inter-round INT). Also, during the round game, a "round in-game performance" appears, and between round games (during the inter-round INT), an "inter-round INT performance" appears. That is, the jackpot game is roughly divided into an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period).
[0089] Regarding the information necessary for executing the decorative pattern change display game, first, the main control unit 20 performs a jackpot lottery including a 'win / lose lottery' to select whether it will be a 'jackpot,' a 'small win,' or a 'miss,' based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35, specifically, on the condition that the game ball is detected by the upper starting hole sensor 34a or the lower starting hole sensor 35a and the start condition (the start condition related to the special pattern) is met, and a 'pattern lottery (winning type lottery)' to select the type of jackpot if it is a jackpot, the type of small win if it is a 'small win,' and the type of miss if it is a miss (if there is only one type of jackpot, small win, or miss, there is no need to perform a pattern lottery, so the lottery can be omitted), and based on the lottery result information, determines the change pattern of the special pattern and the special pattern (special stop pattern) to be finally stopped and displayed. Then, as a performance control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information on the big win lottery result and the variation time of the special symbol, etc.) is sent to the performance control unit 24. This causes basic information required for the decorative symbol variation display game to be sent to the performance control unit 24. In this embodiment, in order to increase the variety of performances, a "decorative symbol designation command" including information on the special stop symbol (symbol lottery result information) is also sent to the performance control unit 24.
[0090] The variation pattern information of the special symbols may include information specifying the execution of a specific advance notice performance (for example, the reach performance or pseudo consecutive performance (including the number of pseudo consecutive performances) described later) in addition to the result of the big win lottery. In detail, the variation pattern of the special symbols is roughly divided into a "success variation pattern" in the case of a win and a "miss variation pattern" in the case of a miss, depending on the result of the big win lottery. These variation patterns include, for example, a "reach variation pattern" that specifies the execution of a reach performance (including the specification of the type of reach), a "normal variation pattern" that does not specify the execution of a reach performance, a "reach variation pattern with pseudo consecutive performance" that specifies the execution of a pseudo consecutive performance and a reach performance, and a "normal variation pattern with pseudo consecutive performance" that specifies the execution of a pseudo consecutive performance but does not specify the execution of a reach performance. In addition, for the reach variation pattern and the pseudo consecutive performance variation pattern, a longer variation time is basically set than that of the normal variation pattern in order to secure the performance time of the advance notice performance (see Figures 24 and 25).
[0091] The performance control unit 24 determines the performance contents (performance scenario) to be developed in a time series during the decorative symbol variable display game and the decorative symbols (decorative stop symbols) to be finally displayed based on the information included in the performance control commands (here, the variable pattern designation command and the decorative symbol designation command) sent from the main control unit 20, and controls the preview performance and the decorative symbol variable display performance during the decorative symbol variable display game according to a time schedule based on the special symbol variable pattern. As a result, the decorative symbols are displayed by the liquid crystal display device 36 in synchronization with the variable display of the special symbols by the special symbol display devices 38a and 38b, and the period of the special symbol variable display game and the period during the decorative symbol variable display game are substantially the same time width. The performance control unit 24 also controls the liquid crystal display device 36, the light display device 45a, or the sound generating device 46a in accordance with the performance scenario, and develops various performances in the decorative symbol variable display game. This allows image reproduction (image presentation) on the liquid crystal display device 36, sound effect reproduction (sound presentation), and lighting and blinking of presentation LEDs such as the decorative lamps 45 (light presentation).
[0092] In this way, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the display result of the special symbol change display game is reflected in the decorative symbol change display game, so these two symbol change display games may be considered as equivalent symbol games. In this specification, unless otherwise necessary, the above two symbol change display games may be simply referred to as "symbol change display games". In addition, for convenience of explanation, the number of executions (number of games) of the symbol change display game (particularly the special symbol change display game) may be referred to as "number of symbol changes" or "number of changes" or "xx number of rotations (for example, 1 rotation, 10 rotations, etc.)".
[0093] (3-1-2. Regular pattern change display game) In addition, in the gaming machine 1, a "support winning lottery" is performed by random number lottery in the main control unit 20 based on the passing (winning) of the game ball through the normal symbol starting hole 37. Based on the lottery result, the normal symbol represented by the LED is displayed variably on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed as a combination of the LEDs being lit and not lit. For example, if the result of the normal symbol variable display game is a "support winning", the display unit of the normal symbol display device 39a is displayed in a specific lit state (for example, both of the two LEDs 39 are lit).
[0094] When this "auxiliary hit" occurs, the normal electric role solenoid 41c (see FIG. 3) is activated, which causes the movable wing 47 to open in an inverted "V" shape, opening or widening the lower start opening 35, making it easier for game balls to flow in (start opening state), creating an auxiliary game state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state. In this normal electric open game, the movable wing 47 of the normal variable winning device 41 is activated (opening operation), and the winning area is controlled to be in an open state in which it is opened or widened until the opening time (start opening state time) of the lower start opening 35 has elapsed to a maximum opening time (for example, a maximum of 6 seconds) or the number of winning balls in the lower start opening 35 reaches a predetermined number (for example, a maximum of 10 balls), and when either of these conditions is met, the opening operation of the movable wing 47 is completed and the lower start opening 35 is closed. Note that the lower start opening 35 can be opened one or more times within the maximum opening time.
[0095] (3-1-3. Activated ball) In this embodiment, when a winning occurs in each start port 34, 35 or normal pattern start port 37 during a pattern change display game, a normal pattern change display game, a big win game, a small win game, or a normal power open game, that is, when a detection signal is input from the upper start port sensor 34a, the lower start port sensor 35a, or the normal pattern start port sensor 37a and the corresponding start condition is established, this is reserved and stored as data related to the right to start the variable display game, up to a predetermined upper limit, the maximum reserved memory number, except for data related to the variable display. The reserved data that is not used for the pattern change display operation or the game balls related to the reserved data are also called "operation reserved balls". In order to make the number of the operation reserved balls clear to the player, a dedicated reserved indicator (not shown) provided at an appropriate position on the gaming machine 1, or a reserved indicator provided as an icon image on the screen of the liquid crystal display device 36 is turned on and displayed (see FIG. 5A).
[0096] In this embodiment, up to four activation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved in the corresponding memory area of RAM 203, and reserved as the number of times the special symbol or normal symbol changes. The maximum number of activation reserved balls for special symbol 1, special symbol 2, and normal symbol (maximum reserved memory number) is not particularly limited. In addition, all or part of the maximum reserved memory number for each symbol may be different, and the number can be appropriately determined according to the gameplay. For the sake of convenience in the description, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to as "special symbol 1 activation reserved ball", "special symbol 2 activation reserved ball", and "normal symbol activation reserved ball", respectively, in this specification.
[0097] (3-2. Game Status) Next, the game states will be described. In the game machine 1 according to this embodiment, in addition to the special game state of the jackpot, a plurality 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.
[0098] The gaming machine 1 of this embodiment is equipped with a "probability change function (probability change function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability change function: a probability change function related to special symbols (hereinafter referred to as "special symbol probability change function") and a probability change function related to normal symbols (hereinafter referred to as "normal symbol probability change function").
[0099] The special symbol probability change function is a function that changes the probability of winning a lottery from a low probability (normal probability) to a high probability, generating a "high probability state (high probability state of winning a lottery)" that is more advantageous than the normal state. In a game state (high probability state) in which this special symbol probability change function is in operation, the probability of winning a lottery becomes high, making it easier for a big win to occur. As already explained, in this embodiment, the probability of winning a lottery at low probability and high probability differs depending on the setting value (see FIG. 4).
[0100] The normal symbol probability change function is a function that changes the auxiliary hit lottery probability from a low probability, which is a predetermined probability (normal probability), to a high probability (for example, from 1 / 256 to 255 / 256), and generates a "auxiliary hit probability change state" that is more advantageous than the normal state. In a game state (auxiliary hit probability change state) in which this normal symbol probability change function is in operation, the auxiliary hit lottery probability becomes a high probability state, so auxiliary hits become more likely to occur, and normal power open games occur frequently, resulting in an operation rate improvement state in which the operation rate of the movable wing piece 47 per unit time is improved compared to the normal state.
[0101] The gaming machine 1 of this embodiment also has a "variable time shortening function (time shortening function)" whose functional part is the main control unit 20. There are two types of time shortening function: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").
[0102] The special symbol time-saving function is a function that generates a "special symbol time-saving 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 being displayed). In a game state where this special symbol time-saving function is in operation (special symbol time-saving state), 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 no-reach miss variation is shortened from 8 seconds to 2 seconds), resulting in a state where the number of jackpot draws per unit time is increased compared to the normal state.
[0103] The normal symbol time-saving function is a function that generates a "normal symbol time-saving state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed). In a game state in which the normal symbol time-saving function is in operation (normal symbol time-saving state), the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 5 seconds to 0.6 seconds), and a lottery number increase state is entered in which the number of lotteries per auxiliary per unit time is improved compared to the normal state.
[0104] The gaming machine 1 of this embodiment also has an "open extension function" whose function is the main control unit 20. This open extension function is a function that generates an "open extension state" in which the open operation period (open time of the movable wing 47) of the normal variable winning device 41 is extended from the normal state. In the open extension state, the open operation period (starting port open state time) of the movable wing 47 is extended from, for example, 0.2 seconds to 1.6 seconds, and the number of opening and closing times is extended from, for example, one time (when the open extension function is not in operation) to two times (when the open extension function is in operation), resulting in an operation rate improvement state in which the operation rate of the movable wing 47 per unit time is improved compared to the normal state. Therefore, when the open extension function is activated, the frequency of winning at the lower starting port 35 increases, so that in terms of the game state, the frequency of the establishment of the start condition of the special pattern variable display game that derives the lottery result of the jackpot increases compared to the normal state, resulting in a game state that is more advantageous for the player than the state in which the open extension function is not activated (not activated). In this regard, the above-mentioned extended open state is also referred to as the "electric chute support state (electric support state)."
[0105] By operating one or more of the above functions, a change can be brought about in the internal game state (internal game state) of the gaming machine. In the following, for the convenience of explanation, a game state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are operating is referred to as a "probability change state", a game state in which the special symbol probability change function is removed from these functions is referred to as a "time-saving state", a game state in which at least the special symbol probability change function is operating and the opening extension function is not operating (in this embodiment, a game state in which only the special symbol probability change function is operating) is referred to as a "latent probability state", and a state in which all functions are not operating (non-operating) is referred to as a "normal state". Therefore, if we look at the probability of winning a jackpot in these game states, when the game state is the "time-saving state" or the "normal state", the probability of winning a jackpot is a "low probability state (normal probability)", and when the game state is the "latent probability state" or the "probability variable state", the probability of winning a jackpot is a "high probability state". During a jackpot related to the operation of the condition device, a winning game occurs in which the big prize entrance is opened and closed, but all of the above functions are inactive, and the game is basically in the same game state as the above normal state, and the variable display of the special symbols is suspended.
[0106] (High base play state) In this embodiment, the above-mentioned functions related to the normal symbols, that is, the normal symbol probability change function, the normal symbol time-saving function, and the open extension function, are activated by the same opportunity. However, when the above-mentioned normal symbol probability change function, the normal symbol time-saving function, and the open extension function are individually considered, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 is increased, and the frequency of winning at the lower starting hole 35 increases (it becomes easier to win), so that the game state becomes a "high base game state (starting hole ball entry favorable state)" in which the frequency of establishment of the start condition of the special symbol variation display game that derives the lottery result of the jackpot or the ball payout rate (base) is higher than the normal state. In addition, the "high base gaming state" referred to here refers to the gaming state when functions related to normal symbols (at least one of the functions of the normal symbol probability change function, the normal symbol time-saving function, and the open extension function) are activated, and is different from the gaming state when functions related to special symbols, i.e., at least one of the functions of the special symbol probability change function and the special symbol time-saving function, are activated.
[0107] On the other hand, when the functions related to the special symbols (special symbol probability change function and special symbol time-saving function) are looked at individually, when the special symbol probability change function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the consumption time of the special symbol variation display game is shorter than in the normal state. In this respect, it is distinguished from the above-mentioned "high base game state" in which the frequency of the establishment of the start condition of the special symbol variation display game is higher than in the normal state.
[0108] In this embodiment, as an example of the above-mentioned "high base game state", an electric chute support state in which at least an opening extension function is given is treated as a "high base game state". In this electric chute support state, the operation rate (opening time or number of openings) of the movable wing piece 47 of the normal variable winning device 41 improves, the winning rate at the lower starting hole 35 increases, and the winning frequency per unit time increases, so it is a game state that is advantageous for the player compared to when the electric chute support state is not in effect (low base game state). When focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "latent state", it is called "no electric chute support state", and if the game state is a "time-saving state" or a "probable state", it is called "electric chute support state". In this specification, "no electric chute support state" is referred to as a "no electric support state" or a "non-electric support state", and "electric chute support state" is referred to as a "electric support state" or a "electric support state".
[0109] (3-2-1. Internal game state (game state judgment number YJ): Figure 20) Regarding the operation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) that determine the game state, the main control unit 20 manages whether it is activated (5AH) or not (00H) depending on the ON / OFF state of the flag corresponding to each function. The game state focusing on the operation status of each function is also called the "internal game state". The current internal game state is managed using an identifier called "game state determination number YJ". For example, if the game state determination number YJ is "00H", it specifies "normal state (normal)", if it is "01H", it specifies "probability change state (probability change)", if it is "02H", it specifies "time-saving state (time-saving)", and if it is "03H", it specifies "latent probability state (latent probability)".
[0110] (3-2-2. Fluctuation pattern allocation designation number Tcode: Figure 20) Here, in this embodiment, in order to realize various effects related to the above-mentioned internal game state, one internal game state can be further classified and managed. For example, if it is desired to classify the probability variable state into a plurality of types of probability variable states such as "probability variable A" and "probability variable B", these can be managed as different probability variable states using an identifier called a "variation pattern allocation designation number Tcode". That is, the variation pattern allocation designation number Tcode is data that can identify a plurality of game states obtained by subdividing a certain internal game state, and is different from data that can identify the internal game state itself, such as the game state determination number (YJ). The substance of this variation pattern allocation designation number Tcode is an identifier (data that identifies a variation pattern selection mode) used when selecting a "variation pattern allocation table" (see Figures 24 to 25 described later) corresponding to the current game state. Therefore, for example, if the special state (game state determination number YJ=01H) is divided into "special state A" and "special state B," in other words, if "01H (special state A)" and "02H (special state B)" are defined as the fluctuation pattern allocation designation number Tcode corresponding to the special state (YJ=01H), it becomes possible to select different fluctuation pattern allocation tables for special state A and special state B.
[0111] Although details will be described later, the above-mentioned "variation pattern allocation table" is used when determining the variation pattern of special symbols related to the pattern variation display game, and one or more types of variation patterns (variation patterns of special symbols) are determined in association with at least the current game state (variation pattern allocation designation number Tcode) and the jackpot lottery result (see Figures 23 to 25 described later).
[0112] Therefore, when focusing on the operation status of each function (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) related to the determination of the probability of winning the lottery and the presence or absence of electric support, that is, the "internal game state", for example, in the same "probability change state", it is possible to select a variation pattern corresponding to a different variation pattern allocation designation number Tcode, such as "probability change A" or "probability change B", for the variation pattern of the special symbol, and to execute a performance related to the variation pattern allocation designation number Tcode. In this way, by managing the "internal game state" when focusing on each function related to the determination of the probability of winning the lottery and the presence or absence of electric support and the "variation pattern allocation designation number Tcode" focusing on the determination of the variation pattern of the special symbol (determination of the performance) as different things, it is possible to select a variation pattern corresponding to a different variation pattern allocation designation number Tcode (in the above example, probability change A or probability change B) even under the same internal game state. As a result, even under the same internal game state, it is possible to bring about large changes in the duration of the pattern change display game (time for the special pattern to change) and the presentation related thereto, improving the freedom of presentation under the same internal game state and enabling a wide variety of presentations to be provided.
[0113] In this embodiment, as shown in the "Tcode" and "YJ" columns in FIG. 20, none of the internal game states are divided into a plurality of game states, but the variation pattern (variation pattern allocation table) may be selected by focusing on the variation pattern allocation designation number Tcode, or the variation pattern (variation pattern allocation table) may be selected by focusing on the internal game state (YJ). In either case, the variation pattern (variation pattern allocation table) according to the game state can be selected. For convenience of explanation, in this specification, unless otherwise necessary, the internal game state (YJ) and the game state (variation pattern selection mode (Tcode)) when focusing on the determination of the variation pattern of the special pattern (determination of the performance) may not be distinguished and may be simply referred to as the "game state".
[0114] <4. About the prize> Next, the "win" according to this embodiment will be described with reference to Fig. 4. Fig. 4 is an explanatory diagram for explaining the win type, the win game operation mode, and the destination game state (destination game mode) after the win game.
[0115] (4-1. About winning types) In the gaming machine 1 of this embodiment, as shown in the figure, the winning types (winning types) for which the jackpot lottery is drawn include multiple types of winnings such as "10R variable winning", "4R variable winning", and "4R time-saving winning (4R non-variable winning)". These winnings belong to the "jackpot type" that triggers the operation of the condition device, and are different from the winnings (small winnings) that do not trigger the operation of the condition device and belong to the so-called "small winning type". Here, the "condition device" refers to a device whose operation is a necessary condition for the operation of a continuous device for playing rounds (a device for continuously operating special electric devices), and is operated when a combination of specific special symbols is displayed or when a game ball passes through a specific area in the large prize opening (excluding winnings in the large prize opening while the continuous device for playing the special devices is operating). In addition, the operation of the continuous reel operation device is a condition for generating an electric support state (operation of the extension function) or probability fluctuation (transition from one internal game state to another internal game state).
[0116] Therefore, when a "small win" is won, the condition device does not operate, and the consecutive operation device of the accessory does not operate, so there is no transition of the internal game state. Specifically, the transition control of the internal game state due to the winning of a small win is not performed, but the transition control of the variable pattern allocation designation number Tcode can be performed. In addition, in the winning game due to the small win (small win game), the consecutive operation device of the accessory does not operate, so a round game like a big win is not executed, but it is possible to realize a "pseudo round game" that behaves as if a round game is being executed by determining the opening and closing pattern of the big prize opening. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed, and after a predetermined start INT has passed, an "opening and closing action game" that opens the big prize opening is executed, and when the opening and closing action game ends, a series of small win games ends after a predetermined end INT. Such a small win is different in nature from a simple "miss" in that it is a winning type that triggers a transition (execution trigger) to a winning game (special game state) that involves the opening and closing of the big prize entry port, just like a big win. In this embodiment, there is no "small win", but one or more types of small wins can be set for the lottery target on the special chart 1 side and / or special chart 2 side, taking into account playability, etc.
[0117] (4-2. About winning games) Next, the content of the winning games based on each of the above winnings will be explained.
[0118] The "10R variable jackpot" is a jackpot with a maximum number of rounds of 10 rounds, and a maximum opening time of the large prize winning port in one round play set to a "long opening time (for example, 29.8 seconds)" that is likely to reach the maximum number of winnings (10) in the large prize winning port. The "4R variable jackpot" and the "4R time-saving jackpot" are jackpots with a maximum number of rounds of 4 rounds, and a maximum opening time of the large prize winning port in one round play set to a "long opening time" similar to the 10R variable jackpot. The profit state (profit degree) during the jackpot game increases as the maximum number of rounds increases, and increases as the maximum opening time of the large prize winning port increases. In this embodiment, the maximum opening time for each jackpot is the same, so the profit state during the jackpot game increases as the maximum number of rounds increases. In addition, when paying attention to the pattern selection rate shown in Figure 4, the selection rate of 10R special jackpot is higher on the special chart 2 side (lower starting gate 35 side) than on the special chart 1 side (upper starting gate 34 side), so it is more advantageous to receive the lottery on the special chart 2 side. In addition, the opening pattern of the big prize winning gate related to the round game can be freely determined.
[0119] (4-3. Regarding the game state to which you will transition after winning) Next, the game state to which the player is transferred after each of the big win games is completed will be explained with reference to Figure 4. In the "Game state at the time of winning / Destination game state" column shown in Figure 4, the relationship between the game state at the time of winning and the game state to which the player is transferred after the winning game (destination game state) is shown according to the type of winning.
[0120] (If you win the 10R or 4R jackpot) In the case of a "10R special jackpot" or a "4R special jackpot", regardless of the game state at the time of the jackpot win, the game will transition to a "special jackpot state" after the jackpot win. In this "special jackpot state", the game can continue until the number of times the special symbol change display game is executed (number of symbol changes) reaches a specified number of times, or until a jackpot is won within a specified number of times. When the special symbol change display game ends without winning a jackpot within the specified number of times, the special jackpot state ends and the game will transition to a normal state from the next game. Note that whether or not the specified number of times has been reached is determined by counting the number of times the special symbol change display games 1 and 2 are executed (the number of changes in special symbols 1 and 2) (the same applies to the time-saving state described below). In other words, the special jackpot state ends when the total number of times the special symbol change display games 1 and 2 are executed (the total number of changes in special symbols 1 and 2) reaches the specified number of times without a jackpot win.
[0121] In this embodiment, after the game state is transitioned to one in which the probability of winning a jackpot is at least high, if the special symbol variation display game is completed a predetermined number of times without winning a jackpot (excluding a "small jackpot" that does not trigger a transition of the internal game state), the high probability state is terminated and the probability of winning a jackpot is transitioned to a low probability, forming a "limited probability type" "number of times limit probability change machine (ST machine)". Hereinafter, as necessary, the upper limit number of times of the special symbol variation display game (number of times the special symbol changes) in which this high probability state continues is referred to as the "ST number of times". In this embodiment, the ST number of times is set to 65536 times (see the remarks column in FIG. 4), and due to the relationship with the probability of winning a jackpot, it is a "general probability change machine" belonging to the "infinite probability change type" in which the probability of winning a jackpot is substantially guaranteed until the next jackpot is won. In addition, whether the ST number of times is infinite or finite can be appropriately determined according to the game characteristics.
[0122] (If you win the 4R time-saving jackpot) In the case of a "4R time-saving jackpot", regardless of the game state at the time of winning, the game will transition to a "time-saving state" after the jackpot. When the game transitions to the time-saving state, the number of times the special symbol variation display game is executed will continue until a predetermined number of times is completed, and when the special symbol variation display game ends without winning a jackpot (excluding small jackpots that do not trigger a transition to the internal game state) within the specified number of times, the time-saving state will end and the game will transition to the normal state from the next game. In this embodiment, the number of times that the time-saving state is specified is "100 times" (see the remarks column in FIG. 4). The number of times the time-saving state is executed can be determined appropriately according to the game characteristics.
[0123] (About the types of losses) Also, as shown in the remarks column of FIG. 4, in this embodiment, multiple types of miss types, miss A, B, and C, each with a different symbol selection rate, are provided. In this embodiment, the symbol selection probability of miss A is set to be higher than other misses (miss B or miss C). In this embodiment, the relationship satisfies "miss A>miss B>miss C", for example, miss A is 95%, miss B is 4%, and miss C is 1%.
[0124] <5. About the production> (5-1. Production mode) Next, the presentation mode (presentation state) will be described. In this embodiment, a plurality of types of presentation modes that perform presentations related to the game state are provided, and are configured to be able to control transitions between each presentation mode in response to transitions (updates) of the game state. The presentation modes include a "normal presentation mode" related to the "normal state," a "probability change presentation mode" related to the probability change state, a "time-saving presentation mode" related to the time-saving state, and a "during winning presentation mode" related to a winning game. In each presentation mode, the background display (background presentation) as the background of the decorative pattern variation display screen is changed to a presentation mode related to the game state so that the player can understand which presentation mode corresponds to which game state he is staying in. For example, in the "normal presentation mode", the background presentation is changed to one that evokes the season "spring" (for example, a background presentation displaying a background image of cherry blossom trees: a first background presentation), in the "time-saving presentation mode", the background presentation is changed to one that evokes the season "summer" (for example, a background presentation displaying a background image of the sea: a second background presentation), and in the "probability change presentation mode", the background presentation is changed to one that evokes the season "autumn" (for example, a background presentation displaying a background image of autumn leaves: a third background presentation), which may suggest the game state during the stay. In addition to changing the background display, the BGM and the decorative pattern (picture) can also be changed to a presentation mode related to the game state. In addition, at least one presentation mode includes multiple types of "presentation stages", and it is possible to transition between these presentation stages. This presentation stage is one aspect of the presentation mode that performs presentation related to the game state, just like the presentation mode. For example, in the normal state, there is a "Sakura Stage (Performance Stage A)" that displays a background image of cherry blossom trees, a "Rape Blossom Stage (Performance Stage B)" that displays a background image of rape blossoms, and a "Dandelion Stage (Performance Stage C)" that displays a background image of dandelions, and the like, and the performances that correspond to each performance stage are displayed. These performance stages A to C can be said to be performance modes that belong to the normal performance mode.
[0125] The performance control unit 24 (CPU 241) is configured to be able to control the transition between each performance mode according to the transition (update) of the game state, and has a function unit (performance state transition control means) that controls the transition between a plurality of types of performance modes. The performance control unit 24 grasps the game state (internal game state (YJ) and / or variation pattern allocation designation number Tcode) based on the information contained in the performance control command including information on the game state among the performance control commands sent from the main control unit 20 (CPU 201), specifically, the specific performance control command that specifies the current game state or specifies that the game state is to be transitioned, manages the performance mode in a manner that maintains consistency with the game state on the main control unit 20 side, and is configured to be able to control the transition from one performance mode to another according to the processing state. The above-mentioned "specific performance control command" includes, for example, a variation pattern designation command, a game state designation command, and a specific command sent during a win (for example, a jackpot start command or a jackpot end command). If the performance control unit 24 can determine the game state independently, it can control the transition of the performance mode without relying on a specific performance control command.
[0126] (5-2. Preview performance) Next, the advance notice performance will be explained. The performance control unit 24 is configured to be able to execute various "advance notice performances" related to at least the big win lottery results based on the contents of the performance control command from the main control unit 20, specifically, at least the fluctuation pattern information included in the fluctuation pattern designation command (in this embodiment, information included in the fluctuation pattern designation command and / or the decorative pattern designation command, the winning command described later, etc.). Specifically, it is configured to be able to execute "advance notice performances" related to at least the above-mentioned performance modes (including the performance stages described later) and the big win lottery results (at least the winning / losing lottery results). The main role of the advance notice performance is to suggest (advance notice) the expectation of whether or not a winning type has been won (expected winning probability), and to suggest the occurrence of a specific advance notice performance. Many of the advance notice performances work as "inciting performances" to stimulate the player's expectation of winning. Representative advance notice performances include "reach performance", "pseudo consecutive performance", "player participation performance", "step-up performance", "stage change performance", and "preview advance notice performance".
[0127] (5-2-1. Reach performance) The above-mentioned "reach effect" refers to an effect mode accompanied by a reach state (a variable display mode accompanied by a reach state), and specifically refers to an effect mode in which the game result is derived and displayed via the reach state. The "reach state" refers to a display mode in which, before the result of the decorative pattern variable display game is derived, some of the decorative patterns derived and displayed during the decorative pattern variable display game constitute part of the display mode indicating the occurrence of a jackpot (winning a jackpot), and the variable display mode of the decorative patterns that have not yet been derived and displayed is being performed, suggesting that the display mode indicating the occurrence of a jackpot is likely to be derived (there is a possibility of winning a jackpot) by utilizing the variable display mode of the decorative patterns for the effect, and referring to a variable display mode that can make the player expect a jackpot win. For example, when the combination of decorative symbols (jackpot symbols) indicating a jackpot (occurrence of a jackpot) is a pattern arrangement such as "7 (left symbol)", "7 (middle symbol)", and "7 (right symbol)", on a predetermined effective winning line, the left symbol and the right symbol, which are part of the pattern arrangement, display "7" (so-called "Tenpai state"), and the middle symbol (the remaining symbol that does not constitute the Tenpai state) is changing and displaying while changing at high speed, frame by frame, swinging, expanding and contracting, deforming, etc. Therefore, even if a ready state is formed, the result of the decorative symbol changing display game does not necessarily become a "jackpot", and if the final result is not a stop display mode (jackpot symbol) indicating a jackpot, the result of this game will be a "miss". In the above example, the left symbol and the right symbol that constitute the ready state (reach symbol) are symbols that constitute the ready state and are also called "reach constituent symbols". The timing at which a reach state occurs is also called reach timing or tenpai timing.
[0128] The above-mentioned "reach performance" includes multiple types of reach performances associated with the probability of winning. For example, when a specific reach performance appears, the probability of winning is relatively higher than when a normal reach performance (normal reach (N reach)) appears. Such a specific reach performance is called a 'super reach (SP reach)'. Many of these "SP reaches" have a relatively longer performance time (variable time) than N reaches, in order to increase the expectation of winning a jackpot. In this embodiment, the SP reach-type reaches can be broadly classified into "SP reach", "SP reach + SPSP reach", "SPSP reach", etc. (r1) "N Reach" is a variation mode in which, after a normal variation, the game simply passes through the normal reach state and ends with the announcement of the game result (hit or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest probability of winning. There are two types of N reach: N Reach 1 and N Reach 2, which have different probability of winning. (r2) "SP reach (normal SP reach)" is a variation mode in which the first reach performance (SP reach) occurs via a normal reach, and then the game result is announced and the game ends. (r3) "SP reach + SPSP reach" is a fluctuation mode in which, after normal fluctuations, the first reach performance (SP reach) occurs via the normal reach state, and after a miss is announced, a second reach performance (SPSP reach) with a higher chance of winning than the first reach performance occurs (develops into another SP reach type), and the game ends with the announcement of the game result. This is also called an "advanced SPSP reach". (r4) "SPSP reach" is a fluctuation mode in which, after normal fluctuations, the game passes through a normal reach state, but the first reach performance (SP reach) is not passed through, i.e., it is omitted, and the second reach performance (SPSP reach) occurs immediately (develops directly into an SPSP reach), and the game ends with the announcement of the game result; this is also called a "direct hit type SPSP reach".
[0129] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, the selection rate is determined in relation to the jackpot lottery result so that the relationship of the winning expectation is "Normal Reach 1 < Reach N2 < Special Reach < Progressive SPSP Reach < Direct Hit SPSP Reach" among normal reaches. Also, for example, the selection rate is determined in relation to the jackpot lottery result so that the relationship of the winning expectation is "Reach A during probability change < Reach B during probability change < Reach C during probability change" among reaches during probability change, and the relationship of the winning expectation is "Reach A during time shortening < Reach B during time shortening" among reaches during time shortening. Incidentally, the actual winning expectation changes according to whether or not there is another preview effect (for example, pseudo-linked effect). For example, even when a progressive SPSP reach appears, if it is combined with a preview effect with a high winning expectation, it can have a winning expectation equal to or higher than that of a direct hit SPSP reach. In this specification, for the sake of convenience of explanation, Reach A during probability change and Reach A during time shortening with relatively low winning expectations are treated in the same category as reaches belonging to "Normal Reach", and Reach B during probability change, Reach C during probability change, and Reach B during time shortening with relatively high winning expectations are treated in the same category as reaches belonging to "Special Reach".
[0130] In this embodiment, the above-mentioned reach effect is passed through in the process of deriving and displaying a combination of decorative symbols indicating a jackpot. Therefore, the presence or absence of a reach effect is a clue for a player to know the possibility of a jackpot. Therefore, as an effect mode that predicts (suggests) the possibility of a reach effect occurring, in other words, an effect mode that can predict the winning expectation more clearly, multiple types of "expectation notice effects" are provided. This "expectation notice effect" plays a role as a provocative effect that predicts the winning expectation, but also plays a role of predicting that a specific effect (for example, a reach effect) may occur, or that the occurrence of a specific effect is confirmed. Therefore, in an effect scenario in which a specific effect such as a reach effect occurs, an expectation notice effect may occur before the reach effect, predicting the possibility of the reach effect occurring, and may also suggest the winning expectation. In other words, if one or more expectation notice effects are present, the winning expectation is more clearly defined and the winning expectation is increased than when a reach effect occurs alone. There are two types of expected preview effects: a "pre-preview effect" that can occur before a reach effect, and a "post-preview effect" that can occur during a reach effect.
[0131] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the expected notice effects is a "pseudo consecutive effect (hereinafter, abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a performance mode accompanied by a pseudo continuous change display state of the decorative pattern (so-called "pseudo change"). This "pseudo change" refers to a display mode in which a part or all of the decorative pattern is temporarily stopped (not a normal decorative pattern, but one or more pseudo consecutive dedicated patterns may be used) during one decorative pattern change display game, and a display operation of re-changing the decorative pattern from the temporary stop state is executed, and such a display operation is repeated one or more times. In this respect, it is different from the "pre-reading notice effect" described later that may be executed across multiple pattern change display games. The occurrence rate of "pseudo consecutive" is basically determined so that the more the pseudo change number, the higher the winning expectation. For example, the occurrence expectation of a notice effect with a high winning expectation (for example, SP reach) is higher when the pseudo change number is two than once. Therefore, in the case of a performance scenario including a reach performance, a "pseudo consecutive" occurs mainly in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo fluctuations, the reach performance, which is the real fluctuation, is executed, and the final game result is derived and displayed. In this specification, when it is referred to as "pseudo N", it means the number of pseudo fluctuations M times and the real fluctuation combined. For example, when it is written as "pseudo 2", it means "one pseudo fluctuation + real fluctuation", and when it is written as "pseudo 3", it means "two pseudo fluctuations + real fluctuation" (for example, pseudo 2 + SP reach, pseudo 3 + SP reach, etc. in FIG. 25). Also, when pseudo 2 to 3 are not attached, it means "no pseudo consecutive", and no pseudo consecutive occurs (for example, SP reach, etc. in FIG. 25).
[0132] (5-2-3. Player Participation Performance) In this embodiment, one of the expectation preview effects is a "player participation type effect." The "player participation type effect" belongs to the so-called "button preview effect," and is an advance notice effect in which the content of the effect can change based on the content of a specified operation (for example, a single press, a long press, or repeated presses) performed on the operation means (effect button 13 and / or directional key 75). In the player participation type effect, when a specified button is valid, an "operation instruction effect" is executed to instruct the operation means to perform a specified operation, and when the player operates the operation means during the button valid period, the currently displayed effect changes to another effect (operation time effect) based on the content of the operation, and the probability of winning, the result of winning or losing, or setting suggestion information can be notified according to the effect mode (effect content) before and after the operation. The performance control unit 24 includes a valid operation period setting means for setting a valid operation period (button valid period) during which operation of the operating means is valid based on predetermined setting conditions (for example, a predetermined timing during a player participation type performance), a pre-operation performance control means for controlling a predetermined pre-operation performance during the button valid period, and a post-operation performance control means for controlling a predetermined post-operation performance based on operation of the performance button during the valid operation period.
[0133] (5-2-4. Step-up performance) In this embodiment, one of the expected preview effects is a "step-up preview effect." The "step-up preview effect" is an effect mode with one or more stages of performance steps. Specifically, the performance is performed step by step from the first stage (step 1) to the multiple stages (step N (N≦2)), and the expectation of winning increases when it progresses to a more advanced stage (the expectation of winning is the highest when it progresses to the final stage). For example, in the case of a step-up effect consisting of three stages of performances SU1 to SU3, the expectation of winning increases as the performance step stage becomes relatively higher, such as "performance SU1 (step 1): low expectation of winning," "performance SU1 → performance SU2 (step 2): medium expectation of winning," and "performance SU1 → performance SU2 → performance SU3 (step 3): high expectation of winning." Some step-up effects belong to the player participation type effects, and for example, any of steps 1 to 3 may occur after the operation of the operating means.
[0134] (5-2-5. Stage change performance) In this embodiment, a "stage change effect" may occur as one of the expected advance notice effects. The "stage change effect" is an advance notice effect mode that suggests the probability of winning by shifting the current effect stage to another effect stage during the pattern change display game (for example, at the start of the pattern change display game or at a predetermined timing during the pattern change display game). The "stage change effect" is an advance notice effect mode that suggests the probability of winning depending on which effect stage the current effect stage shifts to, or suggests the probability of winning depending on the type of cut-in effect that occurs when the effect stage shifts (for example, the effect stage shift after a blue background indicates a low probability of winning, and the effect stage shift after a red background indicates a high probability of winning, etc.). However, this stage change effect is an effect mode in which the effect stage changes as an advance notice effect, and even if the stage change effect occurs, the effect mode such as the background display does not change due to a shift (change) of the game state (YJ, Tcode). Furthermore, stage change effects may involve a transition from one performance stage to another, not as a preview effect, but to prevent the performance from becoming monotonous (for example, see the performance stages in Figure 35 described below).
[0135] (5-2-4. Preview performance: Fig. 5A, Fig. 5B) The "pre-reading notice effect" (hereinafter abbreviated as "pre-reading notice") is a presentation mode that can notify in advance the expected winning probability for an activated reserved ball (an unconsumed activated reserved ball) that has not yet been used in the execution of a pattern change display game (the operation of displaying the change of special patterns) by utilizing the reserved display mode or a presentation during a pattern change display game that is executed first chronologically.
[0136] An overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned pre-reading notice, will be described with reference to Fig. 5A. Fig. 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.
[0137] Provided in a portion of the screen of the liquid crystal display device 36 (below the display area for decorative patterns in the illustration) are a reserve display area 76 which displays the number of activated reserved balls for Special Chart 1, and a reserve display area 77 which displays the number of activated reserved balls for Special Chart 2, and information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by a lit state (activated reserved balls present: "○ (white circle)" as shown) or an unlit state (no activated reserved balls present: dashed circle as shown).
[0138] The display regarding the presence or absence of the activated reserved ball (hereinafter referred to as "reserved display") is displayed in the order of occurrence (winning order), and in each reserved display area 76, 77, the leftmost activated reserved ball is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in the reserved display. In this embodiment, as shown in the figure, reserved display sections a1 to d1 (corresponding to the special pattern 1 side) and a2 to d2 (corresponding to the special pattern 2 side) consisting of reserved icons (icon images) provided in the same number (4) as the maximum reserved memory number are provided in a part of the screen of the liquid crystal display device 36. Usually, the display mode of these reserved display sections a1 to d1, a2 to d2 is switched to the activated state (lighting state) for only the same number as the number of activated reserved balls present when the pre-reading judgment is made, for example, 3. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the read-ahead notice described below, the hold display mode of the corresponding hold display section among hold display sections a1 to d1, a2 to d2 is changed to a predetermined read-ahead notice display mode (special hold display mode), thereby functioning as a means for generating the read-ahead notice.
[0139] Also, on the left side of the reserved display areas 76 and 77, a changing display area 78 is provided to show the active reserved ball currently being used in the special symbol changing display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved K icon currently being used in the game appears on the receiving seat J icon. That is, when the variable display of the special symbol 1 or special symbol 2 starts, the oldest reserved a1 or a2 icon (icon image) displayed in the reserved display areas 76 and 77 moves to the receiving seat J icon in the changing display area 78 as the game running reserved K icon, and this state is maintained for a predetermined display time.
[0140] In addition, in the lower right corner of the liquid crystal screen shown in FIG. 5A, a sub-display area 79 is provided as a display area for sub-effects (sub-effects) separate from the main effects such as decorative patterns and preview effects, which can display the operation reserved balls of special patterns 1 and 2, the number of operation reserved balls of normal patterns, information on the variable display operation of special patterns 1 and 2, and information on the variable display operation of normal patterns. The information in this sub-display area 79 continues to be displayed when displaying the preview effect, even if the display of the decorative patterns and / or the reserved display section are hidden. Therefore, it is possible to identify whether or not the pattern variable display game is currently in progress and how many operation reserved balls there are by the information in the sub-display area 79.
[0141] Depending on the game state (game mode or internal game state), the display area of the reserved display area 76 can be displayed more emphatically than the reserved display area 77 (for example, preferentially displayed or displayed larger, etc.), and conversely, the display area of the reserved display area 77 can be displayed more emphatically than the reserved display area 76. For example, during the first game state (during the normal state (normal mode)), the reserved display area 76 can be displayed with emphasis, and during the second game state (for example, during the time-saving state (time-saving mode) or the probability variation state (probability variation mode)), the reserved display area 76 can be displayed with emphasis. Also, during the first game state, both the reserved display areas 76 and 77 can be displayed, and during the second game state, the reserved display area 77 can be displayed with priority (for example, only the reserved display area 77 can be displayed).
[0142] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control regarding this pre-reading notice, first, in the main control unit 20, when an operation reserved ball occurs (when the start condition is satisfied), before the operation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), a "pre-reading hit judgment (pre-reading hit judgment, pre-reading pattern judgment)" is performed to judge in advance the big win lottery result (win / lose lottery result, pattern lottery result) related to the operation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in Fig. 9, and steps S410 to S411 (random number judgment process for special electric role operation judgment to special stop pattern creation process) in Fig. 10).
[0143] Furthermore, using the result of the above-mentioned "pre-reading hit judgment", a "pre-reading fluctuation pattern judgment" is performed to judge in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activated reserved ball is used in the execution of the symbol fluctuation display game in the future (see step S320 (random number judgment process at the time of winning the starting hole) in FIG. 9). This fluctuation pattern of the special symbol judged in advance is called the "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, it is judged in advance what kind of reach state the reach fluctuation pattern will go through, or whether it will be a normal fluctuation pattern that does not go through a reach state.
[0144] Since the above-mentioned pre-reading fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the pre-determination result of the winning / losing lottery and the pattern lottery), the pre-reading fluctuation pattern information may include not only information on whether it is a "winning fluctuation pattern" when a winning lottery is won or a "losing fluctuation pattern" when a losing lottery is won (information on the winning / losing lottery result), but also information on the execution of a specific preview performance, such as the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-consecutive (if there is a pseudo-consecutive, the number of times). In this way, a series of processes for determining the pre-reading fluctuation pattern through the pre-reading winning judgment is called "pre-reading judgment".
[0145] When the information on the look-ahead fluctuation pattern is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs a performance control process related to the look-ahead notice. In detail, when the look-ahead judgment is executed, a "reserved addition command" capable of identifying the number of active reserved balls at the time of the look-ahead judgment (the number of currently active reserved balls including the currently generated active reserved balls) and a "winning time command" capable of identifying the above-mentioned look-ahead fluctuation pattern information (at least the information obtained by the look-ahead judgment of the winning / losing lottery result at the start of the fluctuation) are transmitted from the main control unit 20 to the performance control unit 24, and when the performance control unit 24 receives these commands, a performance control process related to the reserved display and the look-ahead notice is performed based on the information contained in the command. Specifically, when the performance control unit 24 receives the reserved addition command and the winning time command, a "look-ahead notice lottery" is performed regarding whether or not to execute (appear) the look-ahead notice based on the look-ahead fluctuation pattern information, and if the look-ahead notice is executed, a performance scenario related to the look-ahead notice is determined, and the look-ahead notice is made to appear according to the performance scenario (see FIG. 5A and FIG. 5B described later). The probability of executing the above-mentioned pre-reading notice lottery is higher for "big win" than for "miss", and for the pre-reading variation pattern type with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not the pre-reading notice occurs. The pre-reading notice may be issued at the timing when the activated reserved ball occurs, or at the same time as the start of the pattern variation display game that is performed chronologically first, or at a predetermined timing during the game, for the current activated reserved ball. The reserved addition command is composed of two bytes: the data on the upper byte side that can specify the special pattern type information (special pattern 1 or 2), and the data on the lower byte side that can specify the number of activated reserved balls at the time of pre-reading judgment. The winning command is composed of two bytes: the data on the upper byte side that specifies the winning or losing result, and the data on the lower byte side that can specify the contents of the pre-reading variation pattern as pre-reading judgment information (see Figures 26 and 27).
[0146] (Winning time prediction: Reserve change prediction) In this embodiment, when a look-ahead notice is executed (when the look-ahead notice lottery is won), a look-ahead notice may be executed in which the reserved icon that is the subject of the look-ahead notice among the reserved icons in the reserved display sections a1 to d1 and a2 to d2 changes from the white color of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color, such as a flashing white, blue, yellow, green, red, or rainbow color, as the notice display. This look-ahead notice may be triggered by a win (a new active reserved ball's reservation display), and is therefore also called a "win-time look-ahead notice."
[0147] As this reserved change notice, FIG. 5A shows an example in which the operating reserved ball of the hatched reserved display section b1 has changed to a special reserved display. Here, the reserved icon flashes white, blue, yellow, green, red, and rainbow colors, in that order, indicate a higher winning expectancy, and the rainbow reserved icon is a premium reserved icon (guaranteed reserved notice) that indicates a confirmed big win (winning). The white flashing icon display is a reserved icon that suggests the possibility of a "step-up reserved change notice" to be described later, and makes people expect what color the reserved color will ultimately be (there are also cases where the reserved color does not change and remains flashing white). In the case of white flashing, if the reserved display remains the same, the winning expectancy is the lowest among the special reserved displays, but if it changes to another reserved color, the winning expectancy increases to that reserved color.
[0148] In this embodiment, the preview performance has a relatively low probability of being selected (low appearance rate) when the jackpot lottery result is a miss, and a relatively high probability of being selected (high appearance rate) when the jackpot lottery result is a hit. In this embodiment, the preview performance with a high expectation of winning is one with a winning expectation rate of a predetermined value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more), and the rest are treated as preview performances with a low expectation rate. In the case of the hold change preview mentioned above, the flashing white, blue, yellow, green, and red If the winning expectancy of green, red, and rainbow colors is 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectancy notice effects, and the rest (white flashing, blue, and yellow) belong to low expectancy notice effects. When a pre-reading notice occurs, if a high expectancy notice (such as a high number of pseudo consecutive hits or SP reach) occurs during the pattern change display game for that activated reserved ball, the expectation of winning will increase even more in combination with the content of the pre-reading notice effect.
[0149] The existing operation reserved balls are consumed in sequence when the pattern change display game is executed. At this time, in order to express that one operation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing operation reserved ball is moved forward (sequentially shifted to the left) and the number of displayed balls is reduced, and display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice is different from the notice performance performed during one pattern change operation such as pseudo consecutive in that a dedicated notice performance can be displayed across multiple pattern change display games (multiple pattern change display operations).
[0150] In this embodiment, the hold change notice as in (A) to (C) below can be configured to be executable. (A) A case where a special reserved display appears when a winning ball is won (the above-mentioned winning time reserved change notice). In other words, a case where a special reserved display appears at the timing when a new operating reserved ball is displayed. (B) A case where the normal hold display is changed to a special hold display at a specified timing. For example, when you win, the normal hold display (white) is displayed, but at a specified timing, the normal hold display is changed to a special hold display (white → blue, white → red, etc.). (C) At a specified timing, the display changes to a special reserved display with a relatively higher winning probability than the current reserved display (normal reserved display or special reserved display). For example, the display changes from white flashing or blue to a reserved color of yellow or higher in a step-up manner (a reserved color with a probability of winning that is one or more steps higher).
[0151] The "predetermined timing" in the above-mentioned cases (B) or (C) is, for example, a predetermined timing during the reserved subtraction (during the execution of the shift display) or during a pattern change display game related to other operating reserved balls (for example, during a specific notice performance such as a reach performance or a pseudo-repeated performance). In other words, like the above-mentioned winning-time-based reserved change notice, the reserved change notice is not displayed when the reserved display is executed when a new operating reserved ball occurs, but can be executed at a certain timing after the reserved display is executed. As in the above-mentioned (B) or (C), the reserved change notice that changes from one reserved display mode (including both normal reserved display and special reserved display) to another reserved display mode at a predetermined timing after the reserved display, rather than at the reserved display timing at the time of winning, is also called a "step-up reserved change notice (pattern change reserved change notice)". This step-up reserved change notice can be treated as one aspect of the "pattern change pre-reading notice" described later.
[0152] In addition, when the game-in-progress reserved K is placed on the receiving seat J, the display mode is basically the same as the reserved display mode in the reserved display areas 76, 77, and a pre-reading notice (special reserved display) targeting the active reserved ball related to the current symbol change display game can be notified to the player even during the game, but at a predetermined timing after the game-in-progress reserved K is placed on the receiving seat J (at a predetermined timing during the current symbol change display game), the reserved display mode of the game-in-progress reserved K may change to another reserved display mode. Such a change in the display mode of the game-in-progress reserved K is also treated as belonging to the above-mentioned "step-up reserved change notice".
[0153] In principle, there is no "special reserved display downgrade" in which the current reserved color changes to a reserved color with a relatively low winning expectation, but in exceptional cases where downgrade occurs, it is suggested that the activated reserved ball is a winning ball, and it becomes a premium reserved change notice like the sure reserved notice. An example of downgrade is when the reserved color changes to a reserved display with a lower winning expectation than the current reserved display, such as "blue to white" or "red to blue". In addition, the reserved display mode is not limited to a still image reserved icon display (static display mode), but may be a video (animation) reserved icon display (dynamic display mode: for example, the reserved icon is displayed by rotating, vibrating, rocking, or flashing (fast flashing or slow flashing)).
[0154] (Pattern change mid-system pre-reading notice (pre-reading notice during change)) In addition, in this embodiment, unlike the above-mentioned "winning time type" look-ahead notice performance, it is possible to make a "look-ahead notice" appear when the pattern change display game starts or at a predetermined timing during game execution. Since this look-ahead notice can appear during the pattern change, it is a look-ahead notice at the start of the change type or during the pattern change type, and is referred to as a "look-ahead notice during change" in this specification.
[0155] This "pre-reading notice during variation" includes, for example, the above-mentioned "step-up reserved change notice" and "continuous notice." "Continuous notice" is a pre-reading notice in which a pre-reading-only notice image is displayed on the screen of the liquid crystal display device 36, and this is executed in one or more symbol variation display games (displayed one-off or continuously).
[0156] That is, in the case of the variation-in-progression notice, when a game ball enters a start hole during a certain pattern variation display game and a start condition is established, the right to execute the pattern variation display game related to the establishment of the start condition is temporarily reserved and stored, and a pre-reading notice lottery is performed regarding whether or not to execute the pre-reading notice performance, and when this pre-reading notice lottery is performed, if there are multiple active reserved balls (reserved memories) at that time, the pattern variation display games can be expressed in some way for all or some of the reserved memories. For example, during all or some of the pattern variation display games related to the active reserved balls existing in the order of memory from the oldest active reserved ball to the active reserved ball that is the target of the pre-reading notice, a pre-reading-only notice image (for example, a notice image imitating a lightning bolt in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or some of the pre-reading notices related to the active reserved balls existing in the order of memory from the oldest active reserved ball to the active reserved ball that is the target of the pre-reading notice may be displayed. For example, in the case of three symbol variation display games, the first symbol variation display game may be a thundercloud image, the second symbol variation display game may be a rain image (image display expressing rain falling from a thundercloud) or a thundercloud image, and the third symbol variation display game may be a lightning image. Also, the winning expectation may differ depending on the preview image. In the above example, the thundercloud image may be a low expectation, the rain image may be a medium expectation, and the lightning image may be a high expectation. In this case, if the game ends with only a thundercloud image, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically. Also, a step-up type of pre-reading preview may be used in which the expectation level develops stepwise (increases) from "thundercloud image → rain image → lightning image" each time the symbol variation display game is executed.
[0157] In this embodiment, the pre-reading notice during fluctuation and the reserved change notice can be displayed independently of each other. Specifically, the execution lottery for the reserved change notice and the execution lottery for the reserved change notice are independent of each other. Therefore, there are cases where the reserved change notice occurs alone, where the reserved change notice occurs alone, and where the reserved change notice and the reserved change notice occur simultaneously (overlap). The presentation means used when executing the reserved change notice and the presentation contents thereof can be determined as appropriate.
[0158] (Example of preview performance: Fig. 5B) Next, with reference to FIG. 5B, an example of a pre-reading advance notice effect created by the gaming machine 1 of this embodiment will be described.
[0159] In the figure (1), during the pattern change display game (the "↓" in the figure indicates that the decorative pattern is changing), a ball enters the upper start opening 34, and the number of activated reserved balls on the special pattern 1 side becomes three, and of the third ball, the activated reserved ball that is the second to execute the change start operation is the target of the look-ahead notice performance, and here, a case is shown in which the reserved change notice and the during-change look-ahead notice overlap. Also, here, the first reserved ball and the third reserved ball are assumed to be activated reserved balls that do not execute the look-ahead notice (do not win the look-ahead lottery).
[0160] As shown in FIG. 1(1), the performance control unit 24 changes the reserved display of the second activated reserved ball that is the subject of the pre-reading notice to a special reserved display. At this time, the reserved displays corresponding to the first and third activated reserved balls that are not the subject of the pre-reading notice are maintained as normal reserved displays (white). The figure shows a case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed its display mode from a normal reserved display (white circle (○) mark) to a special reserved display (hatched circle mark). This notifies the player that a pre-reading notice performance has started. Note that FIG. 1(1) shows that the currently executed symbol variation display game has ended and the decorative symbol has stopped and displayed as "246" corresponding to a miss.
[0161] The game progresses to FIG. 2(2), where the main control unit 20 starts a special symbol change display game based on the reserved ball on the special symbol 1 side, which was the first (oldest reserved ball), and consumes the reserved ball (one). The performance control unit 24 shifts the reserved display mode corresponding to each reserved ball to the left with the start of the special symbol change display game, and sets the reserved display mode to a state in which one reserved ball has been consumed, and starts a decorative symbol change display game based on the first reserved ball. At this time, a special background image (lightning effect by displaying a lightning image) is displayed on the screen of the liquid crystal display device 36 as a pre-reading notice during the change. As a result, the screen of the liquid crystal display device 36 becomes the display mode shown in FIG. 2(2).
[0162] Then, the game progresses to (3) in the same figure, the currently executed symbol-changing display game ends, and the decorative symbol is stopped and displayed as "351", which corresponds to a miss.
[0163] Next, the game progresses to FIG. 4(4), where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, that is, the reserved activation ball that was the target of the look-ahead notice performance, and consumes the reserved activation ball. The performance control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left with the start of the special symbol change display game, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display of the reserved change notice disappears from the screen at the time of the shift, and is terminated with the start of the current symbol change display game (with the consumption of the reserved activation ball), and thereafter is displayed as game execution reserved K. Also, the change-in-progress pre-read notice (here, the lightning performance) is also terminated with the occurrence during the current symbol change display game. FIG. 4(4) is an example of the screen display of the liquid crystal display device 36 immediately after the start of the symbol change display game. In FIG. (4), it was explained that the lightning effect of the in-progress read-ahead notice (in-progress read-ahead notice) ends when it occurs during the current symbol change display game (the symbol change display game related to the activated reserved ball (second) that is the target of the read-ahead notice), but this is not limited to this, and it may end when it occurs during the previous symbol change display game. In this case, the in-progress read-ahead notice ends when the "special reserved display" of the reserved change notice is used to play the symbol change display game.
[0164] (5-2-6. Setting suggestion performance) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information regarding the above-mentioned "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion" that suggests the low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4~6, 4~5, 5~6, etc.). (k) An "even number setting suggestion" effect that suggests an even number setting (settings 2, 4, or 6). (Yu) "Odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5). (M) A "specific setting confirmation effect" that definitively notifies a specific setting value (which may be any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively notifies "setting N". However, it is not desirable to definitively notify an internal setting value without reason. The reason is that definitive indications of a low setting region, such as setting 1 or setting 2 confirmation, reduce the player's willingness to play. Therefore, it is preferable to definitively notify one of settings 4 to 6 in the high setting region. In particular, if a specific setting confirmation effect appears that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, it can increase the player's willingness to play. (m) A "specific setting negation effect" that definitively notifies that a specific setting value (any of settings 1 to 6) is not met. (c) "Specific range suggestion effect" that suggests a specific range of setting values. For example, it suggests settings 3 to 5 (α≦setting value≦β), suggests settings 4 or higher (α≦setting value), suggests multiple specific values such as "settings 1, 3, 5, 6", etc. It is also possible to suggest the high / low probability of a certain setting value by varying the appearance rate according to the setting value, for example, that it is unlikely to appear at setting 1, fairly likely to appear at setting 4, and likely to appear at setting 6.
[0165] The appearance rate (execution probability) of the setting suggestion effect can be appropriately determined according to the setting value. For example, the lower the setting value, the lower the appearance rate of the setting suggestion effect. In addition, there is no particular restriction on the presentation mode of the setting suggestion effect, and one or more of the following may be used: sound presentation, light presentation, image display presentation, and movable body presentation.
[0166] In addition, the setting suggestion effect can be displayed at a predetermined timing during the symbol change display game, for example, in combination with the advance notice effect or alone. In addition, it can be displayed not only during the symbol change game, but also during the big win game, or during the "demo start waiting effect" or "customer waiting effect (demo screen)" described later while waiting for the game to start.
[0167] In addition, by stipulating the appearance rate of a specific preview effect according to the set value, the preview effect itself can function as a "setting suggestion effect". For example, by varying the appearance rate of at least one of a specific reach effect, a specific pseudo consecutive (a specific pseudo consecutive pattern or a specific number of pseudo consecutive), a specific player participation type effect, and a specific pre-reading preview according to the set value, the preview effect itself can function as a "setting suggestion effect". For example, if a specific SP reach is likely to appear when losing, it is "high setting high", if three pseudo consecutive (two pseudo fluctuations + main fluctuation) are likely to appear when losing, it is "high setting high", and if a specific button operation effect appears, it is "setting 6 confirmed" suggestion. In addition, by utilizing the pre-reading preview effect, a pre-reading preview mode dedicated to the setting suggestion effect can be made to appear. For example, if the reserved icon flashes at high speed, it is "high setting high", and if one or all of the reserved icons change to a dedicated reserved icon (dedicated character or item image), it is "high setting high" suggestion.
[0168] <6. Production means> Various effects in the gaming machine 1 are produced by the effect means arranged in the gaming machine. Such effect means may be any stimulus transmission means capable of exerting an effect by appealing to human perceptions such as sight, hearing, and touch, and representative examples include light generating means (light effect means) such as the decorative lamp 45 and the LED device, sound generating devices (sound effect means) such as the speaker 46, effect display devices (display means) such as the liquid crystal display device 36, pressure devices that transmit contact pressure to the operator's body, vibration devices that impart vibrations to the player (for example, the launch operation handle 15 vibrates), wind pressure devices that impart wind pressure to the player's body, and movable role objects that exert visual effects by their operation. Here, the effect display devices are visually appealing displays like the image display devices (image display means), but differ from the image display devices in that they also include those that do not rely on images (for example, 7-segment displays). When referred to as an image display device, it refers to a type that primarily produces effects (image display effects) by displaying images, and devices that produce effects through things other than images, such as 7-segment displays, are included in the concept of the above-mentioned performance display device.
[0169] <Processing on the main control unit side: Fig. 6 to Fig. 15> Next, the game operation processing on the main control unit 20 side of this embodiment will be described with reference to Figures 6 to 15. The processing on the main control unit 20 side is mainly composed of an infinite loop main processing (main control side main processing: Figure 6) and a timer interrupt processing (main control side timer interrupt processing: Figure 7) that is started by a regular interrupt from the CTC.
[0170] <6. Main control side main processing: Figure 6> The main processing on the main control unit 20 side (main control side main processing) will be described with reference to Fig. 6. Fig. 6 is a flowchart showing the details of the main control side main processing.
[0171] The main processing on the main control side may be started when a system reset occurs upon recovery from a power outage or power supply abnormality, or when a watchdog timer (WDT) function is activated and the CPU is forcibly reset (WDT reset) due to a control program going out of control, etc. In either case, when the main processing on the main control side is started, the main control unit 20 (CPU 201) first executes an initial setting process required to start a game operation as part of the power-on process (step S011).
[0172] first time The initial setting process includes, for example, initialization of register values within the CPU including each part of the microcomputer, clearing of various ports including solenoid ports related to the electric props and LED output counters, interrupt mode setting process to set a predetermined interrupt mode (interrupt mode 2), interrupt priority setting process, internal hardware random number setting process to start an internal hardware random number circuit, startup waiting process for peripheral boards (performance control unit 24 and payout control board 29), input information acquisition process to acquire input information (input port data) for predetermined switches, sending of a power-on command (BA08H), etc. When the performance control unit 24 receives the above-mentioned "power-on command," for example, a power-on performance such as "Please Wait" is executed on the liquid crystal display device 36.
[0173] Furthermore, in the "input information acquisition process", ON / OFF signals of switches required for the judgment conditions for judging whether to transition to a setting change transition mode, a RAM clear mode, a setting confirmation mode, a backup return mode, etc., which will be described later, are acquired. For example, when signals from the door open sensor 61, the setting key switch 94, and the RAM clear switch 98 are required, the ON / OFF signals of these switches are acquired, and when signals from only the setting key switch 94 and the RAM clear switch 98 are required (when the ON / OFF signal of the door open sensor 61 is not required), these ON / OFF signals are acquired.
[0174] Next, the processes from step S14 onwards are executed. Here, in this embodiment, the process mode is shifted to one of the following processing modes (1) to (4) based on the signal state (ON / OFF state of the signal) acquired by the input information acquisition process. (1) A "setting change mode" including execution of a setting change process (step S023) and an in-area RAM clear process (step S031). (2) A "RAM clear mode" including execution of an in-area RAM clear process (step S031) without executing a setting change process (step S023), (3) "Settings check mode" including the execution of settings check process (S027) and backup restoration process (S028), (4) A "backup recovery mode" in which the backup recovery process (S028) is executed without executing the setting confirmation process (S027). In addition, there is a "RAM error mode" which executes "power re-on waiting process (S020)" if a problem occurs with the contents of the RAM.
[0175] Of these processing modes, the four modes excluding the "RAM error mode" are transitioned according to a combination of the ON / OFF state of the setting key switch 94, the ON / OFF state (open / closed state) of the door open sensor 61, and the ON / OFF state of the RAM clear switch 98.
[0176] In this embodiment, when the RAM clear switch 98 and the setting key switch 94 are both ON, the "setting change mode" is selected in principle, and when the RAM clear switch 98 is ON and the setting key switch 94 is OFF, the "RAM clear" is selected, but even if the setting key switch 94 and the RAM clear switch 98 are both ON, the "RAM clear mode" is selected instead of the "setting change mode" when the door is closed. Similarly, when the RAM clear switch 98 is OFF and the setting key switch 94 is ON, the "setting check mode" is selected in principle, and when the RAM clear switch 98 and the setting key switch 94 are both OFF, the "backup return mode" is selected, but even if the RAM clear switch 98 is OFF and the setting key switch 94 is ON, the "backup return mode" is selected instead of the "setting check mode" when the door is closed.
[0177] In this embodiment, since a situation in which the RAM clear switch 98 or the setting key switch 94 is ON even when the door is open is suspicious of fraudulent activity, the "setting change mode" and "setting confirmation mode" related to the setting change function are set to the condition that the door is open, and when the door is closed, the "RAM clear mode" which does not execute the setting change process (S023) and the "backup return mode" which does not execute the setting confirmation process (S027) are selected.
[0178] Furthermore, for the "RAM clear mode" and "backup return mode" which are not related to the setting change function, only the ON / OFF state of the RAM clear switch 98 and the setting key switch 94 are conditioned, and the ON / OFF state of the door open sensor 61 is not conditioned. Note that in this embodiment, the "setting change mode" and "setting check mode" related to the setting change function are conditioned on the door being open, but the present invention is not limited to this, and the door opening need not be conditioned. In other words, the ON / OFF state of the door open sensor 61 (door open / closed state) may not be the subject of judgment, or the door open sensor 61 may be the subject of judgment, but the "setting change mode" or "setting check mode" may be made possible regardless of the ON / OFF state of the door open sensor 61.
[0179] Returning to the explanation of FIG. 8, when the initial setting process of step S011 is completed, it is then determined whether or not the game machine is in a setting change mode transition state in which the setting value can be changed based on the signal state acquired by the input information acquisition process (step S014). In this embodiment, when the power supply to the gaming machine 1 is off and the door is open (the door open sensor 61 is ON (open state)), if the setting key switch 94 (operated to the setting change mode side) and the RAM clear switch 98 are operated ON (both the setting key switch signal and the RAM clear signal are ON), the game machine 1 is powered on, and the game machine is controlled to a setting change permission state (setting change mode transition state) in which the setting value can be changed, as the setting change mode transition condition is satisfied. In other words, when the input states of the setting key switch 94 (setting key switch signal), the door open sensor 61 (door open signal), and the RAM clear switch 98 (RAM clear signal) are ON, it is determined that the game machine is in a setting change mode transition state.
[0180] If the state is a transition state to the setting change mode (step S014: YES), a setting change process that manages the change operation of the setting value (1 to 6 levels) is executed (step S023). In this setting change process, first, it is determined whether the setting value Nc (setting value data) stored in the setting value storage area of the internal RAM is an abnormal value (a value other than 00H to 05H corresponding to settings 1 to 6). In a normal game operation, the setting value storage area should store setting value data (setting value Nc) of any of '00H to 05H (normal value)' corresponding to settings 1 to 6. However, it is possible that the setting value data is corrupted due to some malfunction, and a value that does not correspond to any of settings 1 to 6 is set (setting abnormal error). Therefore, if the setting value Nc is not a normal value, the setting value storage area is cleared to zero and returned to the initial value 00H (here, setting 1). In addition, here, the backup flag BF is also cleared. This is because if a power outage occurs during the setting change process, the next time the power is turned on, the judgment process in S016 will determine that there is a backup abnormality (backup flag BF = 00H), and it will be determined that the setting change process did not end normally.
[0181] In addition, in the case of the above-mentioned "game machine with one-stage setting function," it is possible to determine whether or not there is a setting abnormality error in the same way. Specifically, it is determined whether or not the setting value Nc stored in the setting value storage area of the internal RAM is an abnormal value, for example, a value other than 00H corresponding to setting 1. In the case of a game machine with one-stage setting function, since there is only one setting, it is determined whether or not the setting value Nc is a value (00H) corresponding to a certain fixed value (here, setting 1), and if it is abnormal (Nc ≠ 00H), it is returned to the initial value (here, 00H).
[0182] If the initial value is returned or the value is normal, the current setting value is displayed on the setting display 97. After that, the ON / OFF operation of the setting change switch 95 is monitored, and the current setting value Nc is changed (updated) every time the setting change switch 95 is turned ON. As already described, the setting value during the setting change (setting change operation) is switched cyclically within the range of settings 1 to 6 every time the setting change switch 95 is operated, and the current setting value during the setting change is displayed on the setting display 97. Then, when the ON operation of the setting change completion switch 96 is confirmed, the setting value is determined to be confirmed, and the current setting value Nc (setting work value) is stored in the setting value storage area of the RAM 203. This exits the setting change process. Then, the processing state is shifted to the in-area RAM clear process (step S031) described later.
[0183] It is also possible to configure the RAM clear switch 98 to function as the setting change switch 95 without providing the setting change switch 95. It is possible to configure the RAM clear switch 98 to be able to select one of the setting values 1 to 6 each time the RAM clear switch 98 is pressed. Also, it is also possible to configure the setting change completion switch 96 without providing the setting change completion switch 96, and have the setting key switch 94 function as the setting change completion switch 96. In this case, the setting change operation can be ended by turning off the setting key switch 94.
[0184] On the other hand, if the setting change mode transition state is not reached (step S014: NO), the contents of the RAM are checked to determine whether there is an abnormality (step S015). Here, it is checked whether the setting value data (setting value Nc) in the setting value storage area is a normal value (whether a value indicating any of settings 1 to 6 is stored) and whether the checksum value at the time of backup is a normal value. If there is an abnormality in the RAM contents (step S015: YES), it is determined that the state is a RAM error transition state (RAM error mode), and the power re-on waiting process (step S020) described below is executed.
[0185] If the contents of the RAM are normal (step S015: NO), it is then determined whether the backup flag BF is ON (5AH) (step S016). When the backup process is normally executed in the power supply abnormality check process (step S081 in FIG. 7) described later, this backup flag BF is set to "5AH (normal value)" in the BF flag storage area of the internal RAM. Therefore, under normal circumstances, the backup flag BF should be 5AH. However, some kind of malfunction may occur and the backup flag BF may not be the normal value (≠ 5AH). Therefore, if the backup flag BF is not ON (step S016: NO), the power re-on waiting process is executed (step S020).
[0186] In the power re-on waiting process in step S020, as a process in the event of a RAM error, the game process is forcibly stopped and the game is stopped. Specifically, after sending a power re-on command and clearing the backup flag BF, a WDT clear process for clearing the WDT and a process for checking the ON state of the power abnormality signal (checking for power interruption) (power abnormality check process) are repeated until a power interruption occurs. When a RAM error occurs, the WDT clear process is executed until a power interruption is confirmed, and a WDT reset is not generated at the timing when the infinite loop process is repeated. In addition, when the power re-on command is received by the performance control unit 24, a performance image such as "RAM error, please turn the power on again and set the setting value to 1" is displayed on the liquid crystal display device 36 as a RAM error notification (power re-on instruction performance), all performance LEDs such as the decorative lamp 45 are turned off, and the speaker 46 is muted. In addition, during the power re-on waiting process, a predetermined display (for example, the setting display 97) may display "E" indicating an error until a power interruption occurs.
[0187] When the power re-on waiting process is executed and the game is stopped, the currently occurring RAM error state cannot be resolved unless the power of the gaming machine 1 is re-turned and the setting change mode transition state is set at the time of re-powering, and the setting change process (step S023) is executed. In this embodiment, after the setting change process (step S023) is executed (after the setting value storage area is cleared in the case of a setting abnormality error), the internal RAM clear process of step S031 described later is executed, so that substantially the entire area of the RAM 203 (excluding the RAM area related to the performance information display process (external RAM area)) is cleared, whereby the RAM 203 is returned to the initial state and the RAM error is resolved.
[0188] If the backup flag BF is in the ON state (step S016: YES), it is determined whether or not the game is in the RAM clear mode transition state based on the signal state acquired by the input information acquisition process (step S025). In this embodiment, when the power to the game machine 1 is off, the setting key switch 94 is turned OFF (not operated to the setting change mode side) and the RAM clear switch 98 is turned ON (setting key switch signal OFF, RAM clear signal ON), and then the game machine 1 is powered on, the RAM clear transition condition is satisfied and the game machine is controlled to the RAM clear mode transition state. In other words, it is determined to be in the RAM clear mode transition state when at least the setting key switch 94 (setting key switch signal) is OFF and the RAM clear switch 98 (RAM clear signal) is ON.
[0189] If the RAM clear mode transition state is reached (step S025: YES), an internal RAM clear process is executed (step S031). In this internal RAM clear process, at least the "external RAM area related to the external memory" and the "predetermined storage area (normal data storage area) of the internal RAM area related to the internal memory excluding the above-mentioned setting value storage area (setting value data)" are cleared from among the storage areas of the RAM 203. Therefore, the value of the backup flag BF and the checksum value, etc., that were set when the power was cut off are both cleared to zero in this process.
[0190] More specifically, in the internal RAM clear process, all areas (normal data storage areas) of the internal RAM for storing the setting values and data used in normal game processing (game processing related to normal game progress such as a symbol variation display game and a jackpot game) except for at least the setting value storage area are initialized (cleared), and the operation state of the gaming machine is returned to the initial state (default state). In this embodiment, as already described, the program and work area for the processing related to the display of performance information (performance information display processing) are specified in an area (outside area memory (second memory area)) different from the area (internal area memory (first memory area)) that the CPU 201 accesses during normal game progress. That is, the main control unit 20 is configured to have a RAM 203 including a first RAM area (intra-area RAM) capable of storing game data used in game processing related to normal game progress (for example, processing other than processing related to the display of the performance indicator 99) and a second RAM area (outer-area RAM) capable of storing information display data used in performance information display processing not directly related to the game progress (step S041 in Figure 8B, step S102 in Figure 9, etc.), a ROM 202 including a first ROM area (intra-area ROM) that stores a game control program for executing the above-mentioned normal game processing and a second ROM area (outer-area ROM) that stores an information display control program for executing the above-mentioned information display processing, and a CPU 201 that executes game control operations based on the game control program and the information display control program.
[0191] Also, various commands required for clearing the RAM (for example, a "RAM clear command" indicating that the RAM has been cleared, a "customer waiting command", etc.) are sent to the performance control unit 24. When the performance control unit 24 receives the RAM clear command, it executes an initialization notification performance notifying the player that the RAM has been cleared for a predetermined time (for example, 30 seconds), and sets the performance mode to the "normal performance mode" as the initial performance mode. In other words, when the RAM clear process within the area is executed, the game mode is set to the initial mode, normal mode, and the performance mode is also set to the normal performance mode associated with the normal mode.
[0192] After the RAM clear process in step S031 is completed, the initial setting process (initial data setting process at power-on) is executed (step S032). In the initial data setting process at power-on, for example, the timer for transmitting the RAM clear signal (one of the security signals) is set to 30000 ms, and the losing symbol data is set as the special symbol (special symbol 1 stop symbol, special symbol 2 stop symbol) data to be displayed on the special symbol display devices 38a and 38b. Then, the setting process of the CTC (step S036) described later is executed. Here, the time of 30000 ms of the transmission timer is the output time of the RAM clear signal indicating that the RAM clear has been executed. The RAM clear signal is output to the hall computer HC through the frame external terminal board 21.
[0193] Returning to the explanation of step S025, if the game machine is not in the RAM clear mode transition state (step S025: NO), it is then determined whether the game machine is in the setting check mode transition state (setting check permitted state) in which the current setting value can be confirmed (step S026). In this embodiment, when the game machine 1 is powered off and the door is open (the door open sensor 61 is ON (open state)), if the setting key switch 94 is turned ON and the RAM clear switch 98 is turned OFF (setting key switch signal ON, RAM clear signal OFF), the game machine 1 is controlled to enter the setting check mode transition state as the setting check mode transition condition is satisfied (see steps S014 to S026). In other words, if the setting key switch 94 (setting key switch signal) is ON, the door open sensor 61 (door open signal) is ON, and the RAM clear switch 98 (RAM clear signal) is OFF, it is determined that the game machine 1 is in the setting check mode transition state.
[0194] If the setting check mode transition state is reached (step S026: YES), the setting check process (step S027) and the backup recovery process (step S028) are executed in sequence. In the setting check process (step S027), the current setting value is controlled to a setting check state in which it can be checked. Specifically, a setting check command is sent to the performance control unit 24, and a display process is performed to make the setting display 97 display the current setting value (setting check display). When the performance control unit 24 receives the setting check command, the performance means is used to execute a setting check performance. For example, a performance image such as "setting check in progress" is displayed on the liquid crystal display device 36 to notify that the setting is being checked. The display of the setting value is terminated by turning the setting key switch 94 OFF (termination of the setting check display). When the setting key switch 94 is turned OFF (setting key switch 94 ON to OFF), a setting check end command is sent to the performance control unit 24. When the performance control unit 24 receives the setting check end command, the performance means is used to end the setting check performance. This ends the setting confirmation process (step S027).
[0195] Next, the backup recovery process (step S028) is executed. In the backup recovery process, the game process is restored from the backup data backed up at the time of power outage. As a result, after the power is restored, the game operation before the power cut is resumed. For example, if the game was waiting for customers (without reserved patterns stopped) at the time of power cut (backup process), the game will be restored from the waiting for customers, if the patterns were changing, the game will be restored from the pattern changing, and if the game was winning, the game will be restored from the winning game. In addition, the "special pattern 1 reserved number designation command" and the "special pattern 2 reserved number designation command" which respectively designate the number of reserved balls in the special pattern 1 operation and the number of reserved balls in the special pattern 2 operation at the time of power cut, the "game state designation command at the time of recovery" which designates the game state at the time of recovery (game state number YJ at the time of backup), the "power outage recovery display command" which designates the completion of recovery, and the like are transmitted to the performance control unit 24.
[0196] When the performance control unit 24 receives the power failure recovery display command, it uses the performance means to execute a "recovery completion performance" to notify that recovery has been completed. For example, it displays a performance image such as "Power failure has been recovered. Please resume play" for a predetermined time on the liquid crystal display device 36. In addition, when the performance control unit 24 receives the special figure 1 reserved number designation command and the special figure 2 reserved number designation command, it grasps the number of reserved balls in operation at the time of power failure, and lights up and displays reserved icons corresponding to the number of reserved balls in operation on the reserved display parts a1 to d1 of the reserved display area 76 and the reserved display parts a2 to d2 of the reserved display area 77 shown in FIG. 5A. In addition, when the performance control unit 24 receives the recovery game state designation command, it transitions to a performance mode corresponding to the game state at the time of power failure, and displays a background image corresponding to the performance mode on the liquid crystal display device 36. After the backup is restored, the game operation will start normally, and depending on the processing state after the backup is restored, the presentation control processing will be executed according to the presentation control commands sent from the main control unit 20 (for example, a command for waiting for customers, a pending addition command, a command for specifying a fluctuation pattern, a command related to a winning game, etc.).
[0197] When the backup restoration process (step S028) is completed, the CTC setting process (step S036) described below is executed.
[0198] On the other hand, if the game machine 1 is not in the setting confirmation mode transition state (step S026: NO), that is, if the power is simply turned on to the gaming machine 1 without turning on the setting key switch 94 or the RAM clear switch 98 (in this embodiment, the ON / OFF of the door open sensor 61 is not a condition), the game machine 1 is deemed to be in the backup return mode transition state, and the backup return process (step S028) is performed without executing the setting confirmation process, and the CTC setting process (step S036) described below is executed.
[0199] After executing any of the above-mentioned setting change processing (step S023), in-area RAM clear processing (step S031), setting confirmation processing (step S027), and backup recovery processing (step S028), the CTC setting processing is executed (step S036). Here, the CTC setting processing is executed to generate a timer interrupt periodically every 4 ms. As a result, an interrupt request signal is periodically output to the interrupt controller, and the main control side timer interrupt processing (4 ms interrupt processing) shown in FIG. 7 is executed.
[0200] Then, assuming that the game start possible state (game start conditions) is met, the launch control signal (launch permission signal ES) that permits the launch operation of the launch device 32 is set from the OFF state (launch prohibited state) to the ON state (launch permitted state), and a game start command is sent to the performance control unit 24. This allows the launch operation of the game ball from the launch device 32. Furthermore, when the performance control unit 24 receives the game start command, it executes an initial operation (initialization operation) for the movable device. However, during the initialization operation, the image display mode of the liquid crystal display device 36, the light emission mode of the decorative lamp 45, and the sound output from the speaker 46 do not change. The initialization operation here is solely for checking the operation of the movable device when the power is turned on.
[0201] After the backup recovery process in step S028, and before the CTC setting process in step S036, a process (operation check setting process) for setting data required to execute a check operation as to whether the performance indicator 99 is operating normally may be configured to be executable. For example, a predetermined value (for example, 5 seconds) is set in the operation timer related to the execution of the check operation. In this case, the display process related to the operation check of the performance indicator 99 can be controlled in a performance display monitor process (step S102: out-of-area program) during the main control side timer interrupt process described later based on the data (operation timer value) set in the above-mentioned operation check setting process to a "full blinking display (operation check display)" mode in which all lights are turned on and off periodically for a predetermined time (until the operation timer value becomes zero; here, 5 seconds) (operation check display process). This makes it possible to check for defects such as missing segments. Note that the display of the base value by the performance indicator 99 is executed in the performance display monitor process (step S102) during the main control side timer interrupt process after the CTC setting process in step S036, and therefore display of the base value by the performance indicator 99 is not executed at this stage during the setting change process (step S023) or the setting confirmation process (step S027). Taking advantage of this point, at least one segment of the four 7-segment displays 99a to 99d of the performance indicator 99 may be configured to be usable as the setting display 97, and the performance indicator 99 may be configured to temporarily function as the setting display 97. In this case, the setting display 97 can be substituted by the performance indicator 99, which contributes to reducing the control burden and reducing costs.
[0202] aboveAfter the series of power-on processes are completed, an infinite loop process (normal game process) of steps S040 to S045 related to normal game progress is executed. This allows control to be performed under a game start possible state in which game progress is possible. When the loop process is entered, first, the CPU is set to an interrupt prohibited state (step S040), and various random number update processes are executed (step S041). In the various random number update processes, various software random numbers (random numbers circulating within a predetermined numerical range by increment processing) used in the special and normal symbol variable display games are updated. For example, we update random numbers (initial value random numbers for determining special patterns, initial value random numbers for determining supplementary patterns, etc.) used to change the initial values (start values) of random numbers related to the jackpot lottery (random numbers for determining jackpots used in the lottery for winning or losing, random numbers for determining special patterns used in the lottery for patterns) and the initial values (start values) of random numbers related to the supplementary win lottery (random numbers for determining supplementary wins used in the lottery for winning or losing supplementary wins, random numbers for determining normal patterns used in the lottery for supplementary wins), and random numbers for the fluctuation patterns used to select the fluctuation patterns of the patterns (special patterns, normal patterns) (random numbers for the fluctuation patterns related to special patterns, random numbers for the fluctuation patterns related to normal patterns).
[0203] After the random number update process (step S041) is completed, the performance display monitor tally division process of the out-of-area program is executed (step S043). In this performance display monitor tally division process, the process required for calculating the base value to be displayed on the performance indicator 99 is executed.
[0204] When the performance display monitor tally division process in step S043 is completed, an interrupt is permitted (step S045), and the process returns to step S040. Thereafter, steps S040 to S045 are repeatedly executed (main loop process). The CPU 201 repeatedly executes various random number update processes and the performance display monitor tally division process, except during the time when the CPU 201 is executing the timer interrupt process that is executed intermittently.
[0205] <7. Main control side timer interrupt processing: Figure 7> Next, the timer interrupt processing on the main control side will be described with reference to Fig. 7. Fig. 7 is a flowchart showing the timer interrupt processing on the main control side. This timer interrupt processing on the main control side is started by an interrupt from the CTC at regular intervals (about 4 ms) and is executed by interrupting the execution of the main processing on the main control side.
[0206] 7, when a timer interrupt occurs, the CPU 201 immediately executes a power supply abnormality check process without saving the contents of the register (step S081). In this power supply abnormality check process, the power level supplied from a power supply board (not shown) is monitored, and if a power supply abnormality such as a power interruption occurs, a backup process including setting a backup flag BF (BF←5AH), a checksum calculation to calculate a checksum value (here, an 8-bit addition calculation process targeting the RAM within the area), and storing the calculation result is performed. The power supply abnormality check process functions as a backup means for retaining data in a specified area of the RAM even after the power is cut off.
[0207] Next, a timer management process is executed (Step S082). The timer values of various timers (times) used for controlling the gaming operation of the gaming machine 1 are updated here.
[0208] Next, an input management process is executed (step S083). In the input management process, various counters (for example, winning counters for counting winning balls provided for each winning slot) are updated based on detection information from various sensors and switches provided in the gaming machine 1. Also, here, input data is created based on input information of a status signal from the payout control board 29. If the status signal indicates an abnormality, a predetermined error process is performed in the error management process (step S089) described later.
[0209] Next, a setting abnormality check process is executed (step S084). In the setting abnormality check process, it is determined whether the setting value data is a normal value (a value indicating settings 1 to 6), and if the value is not within the normal range, it is determined that an abnormality has occurred in the setting value data, and the setting error flag is set to the ON state (5AH). Then, a setting value abnormality command is sent to the performance control unit 24, and the setting abnormality check process is exited. Note that when the performance control unit 24 receives the setting value abnormality command, it uses the performance means to execute a setting error notification (RAM error notification). Note that when this setting abnormality check process is executed again, if the setting error flag is in the ON state, nothing is done and the process is exited.
[0210] Next, a random number management process within the timer interrupt is executed (step S085). In the random number management process within the timer interrupt, the random numbers for each variable display game are periodically updated. Specifically, in order to make the count value of the random number counter random, the random numbers for determining special symbols and for determining supplementary wins are updated (+1 is added at each interrupt) and the start value of the random number counter is changed each time the random number counter goes around once. Note that the random numbers for internal lottery (random numbers for determining big wins) are generated by the random number generation circuit and are not updated here.
[0211] Next, an error management process is executed (step S089). In this error management process, whether or not an error (abnormality) has occurred in the game operation is monitored based on the detection information related to various switches and sensors, the status signal from the payout control board 29, etc., and if an error has occurred, an error command capable of identifying the type of error is sent to the performance control unit 24, and an error process according to the error type is executed. Also, if the error is released, an error release command is sent to the performance control unit 24, and the error release process is executed.
[0212] Next, a prize ball management process is executed (step S090). In this prize ball management process, the winning counter is checked, and if there is a winning, a payout control command specifying the number of prize balls is sent to the payout control board 29. When the payout control board 29 receives the payout control command, it controls the game ball payout device 19 based on the prize ball number information contained therein, and causes the payout operation of the specified number of prize balls to be executed.
[0213] Next, a normal symbol management process is executed (step S091). In this normal symbol management process, processes necessary for the normal symbol variable display game (variable display operation of normal symbols) are executed.
[0214] Here, it monitors whether a gaming ball has been detected by the normal pattern start hole sensor 37a, and if a gaming ball is detected, it acquires predetermined gaming information required for the auxiliary win lottery (normal pattern gaming information such as random numbers for determining auxiliary wins, random numbers for determining normal patterns, and random numbers for normal pattern variable patterns) (normal pattern random number acquisition process), and reserves and stores that gaming information as reserved data (normal pattern activation reserved balls) up to the maximum reserved memory number (here, 4) (normal pattern reserved storage process).
[0215] Then, when a predetermined start condition is established, a lottery for an auxiliary win is performed based on the normal pattern operation reserved ball (normal pattern game information) (random number judgment process for judging operation of normal electric role), and the stop display mode of the normal pattern (normal stop pattern: auxiliary win pattern, losing normal pattern) is determined based on the result of the lottery for the auxiliary win (normal pattern stop pattern creation process), and the change pattern of the normal pattern is selected and the change time is set (normal pattern change pattern creation process). Also, here, in order to perform a change display operation of the normal pattern, if it is changing, LED display data for the change display is created, and if it is not changing, LED display data for the stop display is created (normal pattern display data update process). Note that one or more types of auxiliary wins can be provided. For example, multiple types of auxiliary wins including a first auxiliary win and a second auxiliary win can be provided. In addition, in the case of the first auxiliary hit, the movable wing 47 is controlled by the first operation pattern as a normal power open game, and in the case of the second auxiliary hit, the movable wing 47 is controlled by the second operation pattern that is more advantageous than the first operation pattern as a normal power open game, so that the profit state of the normal power open game can be made different depending on the auxiliary hit. In addition, one or more types of normal symbol fluctuation patterns can be provided. For example, different fluctuation patterns may be selected based on the auxiliary hit lottery result (type of auxiliary hit and difference between misses), or the same fluctuation pattern may be selected regardless of the lottery result. In addition, different fluctuation patterns may be selected depending on the auxiliary hit lottery result and the number of normal symbol operation reserved balls (the number of existing operation reserved balls excluding the operation reserved balls used for the current variable display operation). For example, in the case of a supplementary hit, the normal hit fluctuation pattern 1 (the number of reserved balls for the normal hit activation is the same, the fluctuation time is 3 seconds), the normal miss fluctuation pattern 1 (the number of reserved balls for the normal hit activation is 0 to 2, the fluctuation time is 5 seconds), and the normal miss fluctuation pattern 2 (the number of reserved balls for the normal hit activation is 3, the fluctuation time is 5 seconds).
[0216] Next, a normal electric role management process is executed (step S092). In this normal electric role management process, the process required for executing the normal electric open game is executed based on the result of the above-mentioned auxiliary winning lottery. Here, if the result of the auxiliary winning lottery is a win, a process for generating and setting solenoid control data for the normal electric role solenoid 41c is executed. Based on the data set here, an excitation signal based on the solenoid control data is output to the normal electric role solenoid 41c in the solenoid management process of step S100 described later, and the operation pattern of the movable wing piece 47 is controlled.
[0217] Next, a special symbol management process is executed (step S093). In this special symbol management process, a process related to the special symbol variation display game is executed. In this special symbol management process, a lottery for a big win in a pre-reading judgment and a special symbol variation display game is mainly performed, and a variation pattern of the special symbol (pre-reading variation pattern, variation pattern at the time of variation start) and a special stop symbol are determined based on the lottery result. The details of the special symbol management process will be described later with reference to FIG. 8.
[0218] Next, the special electric accessory management process is executed (step S095). In this special electric accessory management process, mainly, based on the result of the big win lottery, the process necessary for the winning game is performed, such as the execution control of the winning game according to the winning win and the setting process of the transition destination game state after the big win game. The special electric accessory management process works as a special game control means for controlling the execution of the winning game according to the type of winning. The details of the special electric accessory management process will be described later with reference to FIG. 14.
[0219] Next, the right-hit notification information management process is executed (step S097). In this right-hit notification information management process, LED data is created to turn on the right-hit display device 39b when the game state is "right-hit favorable" (during a winning game, during an electric support state (time-saving state or probability change state)), and LED data is created to turn off the right-hit display device 39b when the game state is "left-hit favorable" (normal state).
[0220] Next, LED management processing is executed (step S098). In this LED management processing, output control of control signals (dynamic lighting data) for various LED display devices such as the normal symbol display device 39a, the special symbol display devices 38a and 38b, and the right-hit display device 39b is executed. Control signals based on the LED display data created in the normal symbol management processing (step S091), the special symbol management processing (step S093), the right-hit notification information management processing (step S097), and the like are output in this LED management processing.
[0221] Next, an external terminal management process is executed (step S099). In this external terminal management process, various outer end signals are generated, and output control is executed to external devices such as the hall computer HC through the frame external terminal board 21.
[0222] Next, a solenoid management process is executed (step S100). In this solenoid management process, based on the solenoid control data set in the normal electric role management process (step S092) or the special electric role management process (step S094), an excitation signal output control is executed for the normal electric role solenoid 41c and the large prize opening solenoid 52c. This drives and controls the movable wing piece 47 and the opening door 52b, and realizes the opening and closing operation of the lower start opening 35 and the large prize opening 50.
[0223] Next, all registers are saved (step S101), a performance display monitor process belonging to the out-of-area program is executed (step S102), and then all registers are restored (S103).
[0224] In the performance display monitor process in step S102, in addition to the calculation of the base value to be displayed on the performance indicator 99 and the necessary process for the display control (LED control of the 7-segment indicators 99a to 99d), the creation and output process of the type test signal are also executed. In the performance display monitor process, the validity of the out-of-area RAM (whether or not the data is corrupted or the base value is abnormal) is also checked. If the out-of-area RAM is invalid, that is, if an abnormality occurs in the out-of-area RAM, an initialization process is executed to return the out-of-area RAM to the default state. However, even if an abnormality is determined and an initialization process is executed, an error process such as a game stop process is not executed, and after the out-of-area RAM check process is completed, a process for calculating new performance information (normal base value) is executed. The reason for this is that the performance information itself is information that is not directly related to the game progress itself when the player is playing a game, and the importance of the data is lower than that of the data stored in the in-area RAM (data related to the game progress process). If an abnormality occurs in the internal RAM, as already explained, the process proceeds to power re-on waiting process (S020 in FIG. 8) and the game process is stopped (the process route in which step S015 is YES or step S016 is NO).
[0225] Next, the count value of the WDT is cleared (step S104), whereby the WDT is reset at each interrupt and the count value is returned to the initial value.
[0226] When the above processing of steps S081 to S104 is completed, the timer interrupt processing is ended, and the main control side main processing is executed until the next timer interrupt occurs.
[0227] <8. Special design management process: Figure 8> Next, a description will be given of the special symbol management process (step S093) in Fig. 7. Fig. 8 is a flowchart showing the details of the special symbol management process.
[0228] In Fig. 8, the CPU 201 first performs a "special drawing 1 starting hole check process" for the special drawing 1 side (upper starting hole 34 side) (step S301), and then executes a "special drawing 2 starting hole check process" for the special drawing 2 side (lower starting hole 35 side) (step S302). Details of the special drawing 1 starting hole check process and the special drawing 2 starting hole check process will be described later with reference to Fig. 9.
[0229] After the start-up check process in steps S301-S302 is completed, the state of the condition device operation flag is determined (step S304). This "condition device operation flag" is a flag for specifying whether or not a jackpot game is being played. When the flag is in the ON state (5AH), it indicates that a jackpot game is being played, and when the flag is in the OFF state (00H), it indicates that a jackpot game is not being played.
[0230] When the condition device operation flag is ON, that is, when a big win is being played (step S304:=5AH), the process proceeds directly to the special symbol display data update process in step S309 without performing the process related to the variable display of the special symbol in steps S306 to S308. Therefore, the variable display operation of the special symbol is not performed during a big win. In other words, during a win game, the special symbol corresponding to the win is kept as a stopped display (determined display) on the special symbol display device.
[0231] On the other hand, in step S304, if the condition device operation flag is OFF (00H) (step S304: ≠ 5AH), that is, if the jackpot game is not being played (step S304: ≠ 5AH), processing is performed according to the special symbol operation status (00H to 03H). The "special symbol operation status" is a status value that indicates the behavior of the special symbol, and this status value is changed according to the processing state and stored in the special symbol operation status storage area of the RAM 203.
[0232] In the special symbol operation status branching process in step S305, one of the processes in steps S306 to S308 is executed depending on whether the special symbol operation status is "waiting (00H, 01H)", "changing (02H)", or "checking (03H)". Specifically, if the special symbol operation status is "waiting (00H, 01H)", a special symbol change start process (step S306) is executed, if it is "changing (02H)", a special symbol change process (step S307) is executed, and if it is "checking (03H)", a special symbol confirmation time process (step S308) is executed. Here, the above-mentioned "waiting" indicates that the behavior of the special symbol is in a waiting state for the next change, "changing" indicates that the behavior of the special symbol is changing (displaying a change), and the above-mentioned "checking" indicates that the change of the special symbol has ended and the special symbol is displayed as stopped (confirmed) (during the special symbol confirmation time). By these processes, the special symbol variable display operation (display operation that sets the variable start and variable stop) is realized. Details of the special symbol variable start process (step S306) and the special symbol confirmation time process (step S308), which are closely related to the present invention, will be described later in FIG. 10 and FIG. 13A to FIG. 13B, respectively.
[0233] When any of the above steps S306 to S308 is completed, a special symbol display data update process is performed in step S309, which will be described later. In this special symbol display data update process, it is determined whether the special symbol is changing or not, and if it is changing, data for the special symbol that flashes repeatedly at predetermined intervals (data for 7-segment flashing display during changing) is created, and if the special symbol is not changing, data for stationary display (data for 7-segment flashing display during stationary display) is created. The display data for the special symbol created here is output as LED data in the LED management process (step S098) in FIG. 7, and the variable display and stationary display of the special symbol in the special symbol display devices 38a and 38b are realized. As a result, the special symbol management process is exited, and the special electric accessory management process in step S095 in FIG. 7 is executed.
[0234] <9. Special Figure 1 Starting Port Check Processing: Figure 9> The special chart 1 start port check process (step S301 in FIG. 8) will be described with reference to FIG. 9. FIG. 9 is a flowchart showing the details of the special chart 1 start port check process. This special chart 1 start port check process plays the role of a winning process executed based on the establishment of a predetermined starting condition, and is mainly composed of a process related to reserved memory when a game ball wins in the upper start port 34 and a process related to pre-reading judgment. The special chart 1 start port check process and the special chart 2 start port check process are essentially the same process content, with the only difference being whether the process content is related to the special chart 1 side or the special chart 2 side. Therefore, in order to avoid duplicate description, the special chart 1 start port check process will be described here with a focus on it.
[0235] In FIG. 9, the CPU 201 first determines whether or not a winning ball has been detected at the upper starting hole 34 (step S311).
[0236] When a winning entry is detected at the upper starting port 34 (the starting port on the special chart 1 side) (step S311: YES), it is determined whether the number of balls reserved for operation in the special chart 1 is 4 or more (step S312). In other words, it is determined whether the number of balls reserved for operation in the special chart 1 is less than the maximum reserved memory number (here, 4). Note that, when a winning entry is not detected at the upper starting port 34 (step S311: NO), the special chart 1 starting port check process is exited without doing anything.
[0237] If the number of reserved balls in operation for special chart 1 is 4 or more, that is, if an over-winning occurs that exceeds the maximum reserved memory number (step S312: YES), an over-winning command that specifies an over-winning (for example, B406H for special chart 1, B506H for special chart 2) is sent to the performance control unit 24 (step S324). On the other hand, if the number of reserved balls in operation for special chart 1 is not 4 or more, that is, if it is less than 4 (step S312: NO), add 1 (+1) to the number of reserved balls in operation for special chart 1 (step S313), and proceed to the processing of step S314.
[0238] When the process proceeds to step S314, various random numbers used in the special symbol change display game 1 related to the currently generated special symbol 1 operation reserved ball are obtained (step S314). Specifically, the current values of the random numbers for jackpot determination, special symbol determination, and change pattern are obtained from various random number counters, and the obtained random numbers are stored in a reserved memory area of the RAM in the area. This reserved memory area is an area for storing predetermined game information related to the symbol change display game as an operation reserved ball (reserved data), and the above-mentioned various random numbers as reserved data are reserved and stored in this reserved memory area in the order of establishment of the starting condition (order of winning) until they are used for the special symbol 1 change display operation (until the special symbol change display game 1 is executed). In addition, the reserved memory area is provided with reserved memory areas corresponding to the special symbol 1 side and the special symbol 2 side (a special symbol 1 reserved memory area corresponding to the special symbol 1 and a special symbol 2 reserved memory area corresponding to the special symbol 2), and each is capable of storing reserved data for the maximum number of operation reserved balls.
[0239] Next, the command data (winning command 1) corresponding to the lower byte side (EVENT) of the winning command is read from the win command, and the read-ahead prohibition data (EVENT: "9FH") that prohibits the read-ahead judgment is obtained (step S315), and then it is determined whether or not the "read-ahead prohibition condition" is established (step S316). This "read-ahead prohibition condition" is a condition that prohibits the read-ahead judgment, specifically, a condition that prohibits the read-ahead notice. If the special chart 1 start port check process is in progress, it is determined whether or not the read-ahead prohibition condition for the special chart 1 operation reserved ball is established, and if the special chart 2 start port check process is in progress, it is determined whether or not the read-ahead prohibition condition for the special chart 2 operation reserved ball is established. In this embodiment, when the current game state is a game state with electric support (time-saving state or probability-changing state), that is, a game state where the special chart 2 operation reserved ball is likely to occur, it is set to 'special chart 1 pre-reading prohibited', and when it is a game state with no electric support (normal state or potential state), that is, a game state where the special chart 1 operation reserved ball is likely to occur, it is set to 'special chart 2 pre-reading prohibited'. Therefore, in the judgment process of step S316, if the current game state is a time-saving state or probability-changing state, the special chart 1 pre-reading prohibition condition is established, and the judgment result is 'YES'. In addition, whether the special chart 1 or the special chart 2 is to be pre-read can be determined according to the internal game state (game state judgment number YJ) and / or the variation pattern allocation designation number Tcode.
[0240] If the special chart 1 pre-reading prohibition condition is satisfied (step S316: YES), the setting error flag judgment process (step S317) and the pre-reading judgment process (steps S318 to S320) are skipped, and the process proceeds to step S321 described later. In this case, the pre-reading judgment targeting the current special chart 1 activation reserved ball is not executed, and a winning command having pre-reading prohibition data (EVENT: "9FH") is created (see the starting hole winning random number judgment process (step S320) described later). As a result, the execution of the pre-reading notice of the current activation reserved ball is controlled to a prohibited state (the pre-reading notice targeting the current activation reserved ball is not executed).
[0241] If the special chart 1 pre-reading prohibition condition is not satisfied (step S316: NO), then it is determined whether the setting error flag is ON (5AH) or not (step S317). If the setting error flag is ON (step S317: = 5AH), that is, if a RAM error (setting abnormality error) occurs, the process related to the pre-reading judgment (steps S318 to S320) is skipped and the process proceeds to the process of step S321 described later. In this case, the pre-reading judgment targeting the current operation reserved ball is not executed, and a winning command having the pre-reading prohibition data (EVENT: "9FH") is created, and the pre-reading notice is not executed. In other words, the above-mentioned pre-reading prohibition data (9FH) is data that specifies that the process related to the pre-reading judgment (steps S318 to S320) has not been executed.
[0242] If the setting error flag is not ON (step S317: ≠ 5AH), a setting value command is sent to execute random number judgment processing (step S318). This random number judgment processing is performed as part of the 'pre-reading judgment' processing, and here, a 'pre-reading winning / losing judgment' is performed to determine in advance the 'winning / losing lottery at the start of fluctuation (step S410 in FIG. 10 described later)' that is executed when the current operation reserved ball is provided for the variable display operation.
[0243] (Settings command) The "setting value command" includes information that can identify the current setting value, and is used by the performance control unit 24 when controlling the appearance of a preview performance based on the setting value (a setting suggestion performance, described below). This setting value command is sent every time an activated reserved ball is generated during the start port check process. This allows the performance control unit 24 to control the appearance of a preview performance related to an activated reserved ball (for example, a setting suggestion performance related to a pre-reading preview performance) based on correct setting value information. Note that in the case of a "game machine without settings" or a "game machine with one-stage setting function," setting value information is unnecessary, so there is no need to send a setting value command (there is no need to provide a process for sending a setting value command).
[0244] In the random number judgment process of step S318, first, a "win random number judgment table (not shown)" is obtained, and a random number value for jackpot judgment is obtained. Then, based on the obtained random number value for jackpot judgment and the win random number judgment table, a lottery for winning or losing (pre-reading winning or losing judgment) for the current operation reserved ball is executed, and the lottery result (pre-reading winning or losing result) is obtained.
[0245] The above-mentioned winning random number determination table has winning random number determination tables (winning random number determination table for special chart 1, winning random number determination table for special chart 2) corresponding to the special chart 1 activation reserved ball (special chart variable display game 1) and the special chart 2 activation reserved ball (special chart variable display game 2). During the special chart 1 start hole check process, the "winning random number determination table for special chart 1" is referenced, and during the special chart 2 start hole check process, the "winning random number determination table for special chart 2" is referenced. This winning random number determination table is also used when drawing the winning or losing lottery in the "random number determination process for determining the activation of special electric role (step S410 in FIG. 10)" described later.
[0246] These random number win determination tables associate a determination area (determination value) for determining the type of win or loss (whether it is a jackpot, a small win, or a miss) with a random number value for determining a jackpot (magnitude of the random number for determining a jackpot: 65536) based on the jackpot lottery probability state (high probability or low probability). Specifically, the type of win or loss is determined depending on which determination value the random number value for determining a jackpot belongs to.
[0247] In this embodiment, the random number winning judgment table is provided with a winning judgment table (table in which at least the lottery probability of the jackpot is different depending on the setting value (setting 1 to 6)) corresponding to each setting value. In this embodiment, the ratio of the lottery probability of the jackpot at high probability to the lottery probability at low probability (probability increase ratio: high probability / low probability) is the same for each setting value, and the ratio is set to a value not exceeding 10. For example, the jackpot is won at setting 6 "1 / 255 at low probability, 1 / 51 at high probability", setting 5 "1 / 260 at low probability, 1 / 52 at high probability", ..., setting 2 "1 / 275 at low probability, 1 / 55 at high probability", and setting 1 "1 / 280 at low probability, 1 / 56 at high probability". The probability increase ratio may be different for each setting value.
[0248] After the random number determination process in step S318 is completed, the special stop symbol data creation process is executed (step S319). This special stop symbol data creation process is executed as part of the 'pre-reading determination' process, and in this process, a 'pre-reading symbol determination' is executed to determine in advance the 'symbol lottery at the start of the fluctuation (step S411 in FIG. 10 described later)' that is executed when the current operation reserved ball is used for the fluctuation display operation.
[0249] In the special stop symbol data creation process, a "symbol table (not shown)" is selected according to the pre-reading result obtained in step S318 and the special symbol type (special symbol 1 or special symbol 2) to be processed this time. Then, the random number value for special symbol determination obtained in step S314 is obtained, and a symbol lottery (pre-reading symbol determination) for the current operation reserved ball is executed based on the selected symbol table and the obtained random number value for special symbol determination, and the lottery result (pre-reading symbol result) is obtained.
[0250] The "symbol table" includes a "big win symbol table", a "small win symbol table", and a "miss symbol table" for determining the big win type, small win type, and miss type, and each symbol table is provided corresponding to the special symbol type. These symbol tables are also used when drawing symbols at the start of fluctuation in the special stop symbol creation process (step S411 in FIG. 10) described later. In this embodiment, since there is no small win, there is no "small win symbol table".
[0251] In the symbol table, a judgment area (judgment value) for determining a winning type (symbol type) and a random number value for special symbol judgment (for example, the magnitude of the random number value for special symbol judgment: 200) are associated and defined, and specifically, depending on which judgment value the random number value for special symbol judgment belongs to, the winning type is determined according to a predetermined symbol selection rate, and the special symbol judgment data and the special stop symbol number are obtained as data indicating the lottery result. In this embodiment, in the case of a jackpot, one of the jackpot types is determined according to the symbol selection rate in FIG. 4, and in the case of a loss, one of the loss types is determined according to the symbol selection rate shown in the remarks column in FIG. 4.
[0252] The above-mentioned "special pattern determination data" is data that identifies the type of win (type of win: jackpot type, small win type, and miss type), and more specifically, is data that identifies which win type (4R special jackpot, 10R special jackpot, 4R time-saving jackpot) and which miss type (miss A to C) has been won. This special pattern determination data is used in processes requiring winning type information (for example, the game state transition preparation process in step S412 in Figure 10 described below, the special pattern change pattern creation process in step S413, and processes related to the execution control of the jackpot game (special electric device management process in Figure 14). The above-mentioned "special stop pattern number" is data that specifies the special stop pattern mode to be displayed on the special pattern display device, and is used when the main control unit 20 specifies the stop pattern type of the special pattern (in this embodiment, the '7 segment' display mode). Note that normal patterns are also provided with normal pattern determination data and normal stop pattern numbers, just like special patterns.
[0253] In addition, a common symbol table may be provided for all settings, or a symbol table corresponding to a setting value may be provided. For example, the following (A) and (B) may be configured. (A) For some or all of the set values, the symbol selection rate for one or more winning types is different. For example, the symbol selection rate for a specific winning combination (e.g., a 10R winning combination) can be determined so that the higher the set value, the higher the probability. (B) The probability of entering the special mode (at least the combined symbol selection rate of a jackpot accompanied by a high probability state (a special jackpot and / or a potential jackpot)) is different for all or part of each setting value. In this embodiment, the probability of entering the special mode is set to 65% common to all settings (see the symbol selection rate of a 10R special jackpot and a 4R special jackpot in FIG. 4), but the probability of entering the special mode for settings 1 to 6 can be set to, for example, "60%, 61%, 62%, 63%, 64%, 65%" so that the higher the setting value, the higher the probability (the easier it is to enter the special mode). The same is true for the time-saving entry rate (the combined symbol selection rate of a time-saving jackpot). In any case, the higher the set value, the more advantageous the ball payout performance (machine payout ratio) becomes for the player.
[0254] After the special stop symbol data creation process in step S319 is completed, the random number determination process when the ball enters the starting hole is executed (step S320). This random number determination process when the ball enters the starting hole is also executed as part of the 'pre-reading determination' process, and here, a 'pre-reading change pattern determination' is executed to determine in advance the 'change pattern at the start of the change' when the current operation reserved ball is used for the change display operation. Specifically, the result of the 'special symbol change pattern creation process (step S413)' shown in Fig. 10 described later is pre-read and determined.
[0255] In detail, the result of the look-ahead pattern determination obtained in the special stop pattern data creation process (step S319) (at least the winning / losing lottery result obtained in the random number determination process (step S318)) and the random number for the variation pattern obtained in step S314 (the size of the random number: 10000) are used to look-ahead and determine the "variation pattern at the start of the variation" related to the current operation reserved ball. Note that the look-ahead pattern determination is performed by referring to a separately provided "look-ahead determination table" that has the same basic configuration as the variation pattern distribution table used at the start of the variation, since it determines the variation pattern at the start of the variation in advance. However, in the case of this embodiment, in order to reduce the program capacity, the variation pattern distribution table shown in Figs. 24 to 25 described later is provided as "for both winning (look-ahead determination) and variation start", and the variation pattern at the start of the variation is determined by referring to the variation pattern distribution table at both the winning and variation start, based on the random number for the variation pattern obtained in the process of step S314.
[0256] Then, "Winning command data" is obtained as the result of the look-ahead judgment. Here, the command data that constitutes the winning command is "MODE1 (first byte (higher byte))" command data that can identify whether it is a win or a miss, and "EVENT (second byte (lower byte))" command data that can identify the contents of the look-ahead fluctuation pattern. In other words, the contents of the look-ahead fluctuation pattern (excluding the information on the number of balls in operation) are specified by the command data that is determined in the random number judgment process when the ball is won at the starting hole.
[0257] In the following, in order to facilitate understanding of the present invention, the random number determination process (step S320) at the time of winning at the starting port described above will be explained, touching upon the contents not only at the time of winning (at the time of advance judgment) but also at the time of the start of the fluctuation (see the special pattern fluctuation pattern creation process (step S413) in Figure 10 described later) for the fluctuation pattern allocation table shown in Figures 24 and 25.
[0258] The random number determination process when the starting port is won is a process for determining a "winning command" for specifying a look-ahead fluctuation pattern, and is composed of the following processes (a) and (b). (a) A "winning time fluctuation pattern allocation table determination process" that determines a "fluctuation pattern allocation table" by referring to the "fluctuation pattern allocation table selection table" shown in FIG. 23; (b) It is composed of a "winning command data determination process (pre-reading fluctuation pattern determination process)" which refers to the "fluctuation pattern allocation table (Figures 24 and 25)" determined in (a) above and determines winning command data corresponding to the pre-reading fluctuation pattern based on the random number value for the fluctuation pattern obtained in the processing of step S314.
[0259] (Fluctuation pattern allocation table selection table (when winning): Figure 23) FIG. 23 shows the variation pattern allocation table selection table. In the variation pattern allocation table selection table of this embodiment, multiple types of "variation pattern allocation tables" associated with the special symbol type, winning type, and number of operation reserved balls, and the variation pattern allocation designation number Tcode are defined. Specifically, based on the special symbol type, winning type, number of operation reserved balls, and the variation pattern allocation designation number Tcode, any one of the multiple types of variation pattern allocation tables (FH1-9, FB1-4) is determined. This variation pattern allocation table selection table is not only used when determining the "winning command" at the time of winning (when reading ahead), but is also used when processing the determination of the "variation pattern designation command" at the time of the start of the variation (see the special symbol variation pattern creation process in step S413 of FIG. 10 described later), and is a variation pattern allocation table selection table used (common) at the time of winning and the time of the start of the variation. However, when reading ahead (the above-mentioned "winning time fluctuation pattern allocation table determination process"), the number of operation reserved balls is ignored (the operation reserved balls are set to zero) and the target fluctuation pattern allocation table (see Fig. 24, Fig. 25) is selected from the above-mentioned fluctuation pattern allocation table selection table (this will be described later). On the other hand, when the fluctuation starts, the value obtained by subtracting the number of operation reserved balls to be used for the current fluctuation display operation from the existing operation reserved balls (number of operation reserved balls - 1) is referenced as the information on the number of operation reserved balls (see the "number of operation reserved balls" column in Fig. 23, and steps S403 and S413 of the special pattern fluctuation start process in Fig. 10 described later. The same applies to normal patterns).
[0260] (Fluctuation pattern allocation table (when winning): Figure 24, Figure 25) Next, the above-mentioned fluctuation pattern allocation table will be explained. Figure 24 shows the fluctuation pattern allocation table selected when the winning is won, and Figure 25 shows the fluctuation pattern allocation table selected when the losing is lost.
[0261] 24-25, the "variation pattern allocation table" includes a plurality of types of winning variation pattern allocation tables "FB1-6" that can be selected when a winning combination occurs, and a plurality of types of losing variation pattern allocation tables "FH1-H9" that can be selected when a losing combination occurs. These variation pattern allocation tables are provided as tables for use from setting 1 to pre-reading judgment time and variation start time. Therefore, the following data groups are defined in the variation pattern allocation table.
[0262] (a) In the fluctuation pattern distribution table, the command data ("MODE1" in the figure) on the upper byte (first byte) side for configuring the winning command specifying the pre-reading fluctuation pattern, the command data ("EVENT" in the figure) on the lower byte (second byte) side, and the random number value for the fluctuation pattern (the size of the random number value for the fluctuation pattern: 10000) are associated and determined. The above "MODE1" is command data that can identify whether it is a win or a miss, and "EVENT" is command data that can identify the contents of the pre-reading fluctuation pattern. When the pre-reading judgment is made, this fluctuation pattern distribution table is referenced, and the command data for configuring the winning command is determined depending on whether the random number value for the fluctuation pattern belongs to which judgment value (a lottery using the random number value for the fluctuation pattern). Thereby, the winning command is created, and the contents of the pre-reading fluctuation pattern are specified (see Figures 26 and 27). When this winning command is sent to the performance control unit 24, the contents of the pre-reading fluctuation pattern are grasped on the performance control unit 24 side.
[0263] (B) In addition, the fluctuation pattern distribution table also defines data regarding the "fluctuation pattern designation command" that specifies the fluctuation pattern at the start of fluctuation. Specifically, the fluctuation pattern distribution table defines the command data ("MODE2" in the figure) on the upper byte (first byte) side for configuring the fluctuation pattern designation command, the command data ("EVENT" in the figure) on the lower byte (second byte) side for associating with the random number value for the fluctuation pattern. The above "MODE2" is command data that can specify whether it is a win or a miss, and "EVENT" is command data that can specify the content of the fluctuation pattern. At the start of fluctuation (see the special symbol fluctuation pattern creation process (step S413) in FIG. 10 described later), this fluctuation pattern distribution table is also referenced, and the command data for configuring the above-mentioned fluctuation pattern designation command is determined by lottery using the random number value for the fluctuation pattern. As a result, the fluctuation pattern designation command is created, and the content of the fluctuation pattern at the start of fluctuation is specified (see FIG. 26, FIG. 27). The "variation pattern designation command", like the winning command, is composed of two bytes of control data consisting of "MODE2" and "EVENT", and when this variation pattern designation command is sent to the performance control unit 24, the variation pattern at the start of the variation is grasped by the performance control unit 24.
[0264] Here, in Figures 24 and 25, for ease of explanation, the notation indicates "selection rate", but in reality, a judgment area (judgment value: range of 0 to 9999) for determining winning command data or a variation pattern designation command is set according to the random number value for the variation pattern, and these command data are determined depending on which judgment value the random number value for the variation pattern belongs to.
[0265] The relationship between the random number value for the fluctuation pattern and the judgment value shown in Figures 24 and 25 is as follows. For example, if we take the failure fluctuation pattern allocation table "FH1" in Figure 25 as a representative example, referring to the position where the judgment value is first written as viewed from the top to bottom column direction of the front of the drawing, the judgment values are written in the order of "10", "8990", and "1000". This content is such that when the random number value for the fluctuation pattern (BRND = 0 to 9999) falls within the range of judgment value 0 to 9 (corresponding to the above-mentioned "10" entry column), command data specifying "normal fluctuation 13s" is selected, when the judgment value falls within the range of judgment value 10 to 8999 (corresponding to the above-mentioned "8990" entry column), command data specifying "normal fluctuation 16s" is selected, and when the judgment value falls within the range of judgment value 9000 to 9999 (corresponding to the above-mentioned "1000" entry column), command data specifying "N reach 1" is selected. In this embodiment, the blank spaces in the figure, that is, the addresses where the judgment values are stored, do not store judgment value data, but store "0" as the judgment value. This is to facilitate adjustment of the selection rate when developing a new model or at the design and development stage.
[0266] To explain this with a simple example, for example, the failure fluctuation pattern allocation table "FH1" allocates judgment values to normal fluctuation 13s, normal fluctuation 16s, and N reach 1, but if normal fluctuation 8s is also included as a selection target, it will be necessary to change the data structure again, and the design may have to be redone from scratch. In addition, although not shown, if a fluctuation pattern allocation table for each setting value is provided, it will be necessary to change these data structures. In general, when developing a new model, various judgment values are set and the design is carried out while considering the balance of fluctuation time (suppression of fluctuation slump) and the balance of performance such as reach performance, adjusting the judgment values. Therefore, the design may be as expected with the judgment values set initially, or may require changes. Therefore, in the design stage, zero is provisionally set as judgment value data in the storage address of the judgment value of the fluctuation pattern considered to be out of selection targets, and if a change occurs, the value is changed appropriately to include it in the fluctuation pattern to be selected. For example, in the judgment value data of the miss fluctuation pattern allocation table "FH1", data including zero (blank part shown in the figure) such as normal fluctuation 4s "0", normal fluctuation 8s "0", normal fluctuation 13s "10", normal fluctuation 16s "8990", normal fluctuation 16s "0" for pre-reading notice, N reach 1 "0" for pre-reading notice, and N reach 1 "1000" are actually stored. In the case of this embodiment, when a miss A is won during normal (normal state), as shown in the figure, N reach 2 and onwards are pre-defined as fluctuation patterns that are not subject to selection, so that each of the tables "FH1" to "FH4" stores judgment value data including "0" within the address range (contiguous addresses here) related to normal fluctuation 4s to N reach 1 (of course, the selection target may be the fluctuation pattern after N reach 2). When the judgment value is "0", the lottery process (prediction fluctuation pattern (command at the time of winning) determination process and fluctuation pattern (fluctuation pattern designation command) determination process) is executed, but since a fluctuation pattern with a judgment value of zero is not actually selected, it can essentially be registered as an "unused fluctuation pattern".On the other hand, if an adjustment becomes necessary in the design stage, a "variation pattern that is not used" can be changed to a "variation pattern to be selected" by appropriately setting a value other than zero. In this way, for a variation pattern that is not used, if the judgment value is left at zero and the same address assignment is made as in the development stage when developing a new model, there is no need to change the table data structure each time, making it extremely easy to make design changes. The same applies to other variation pattern allocation tables.
[0267] As described above, in the fluctuation pattern allocation table, depending on which judgment value the random number value for the fluctuation pattern belongs to, the command data that constitutes the "winning command" is determined when a prize is won, and the command data that constitutes the "variation pattern designation command" is determined when the fluctuation starts.
[0268] Here, in this embodiment, when making a pre-reading judgment, the number of pending operational balls is ignored (the number of pending operational balls is set to zero), and the desired fluctuation pattern distribution table (see Figures 24 and 25) is selected by referring to the fluctuation pattern distribution table selection table in Figure 23, as explained below.The reason for this is as follows.
[0269] The above "variation pattern allocation table selection table" is a table that is used both when winning and when the variation starts, but the number of activated reserved balls at the time of winning does not necessarily match the number of activated reserved balls at the time of the variation start. Therefore, when the pre-reading judgment is made (when winning), the number of activated reserved balls is set to zero and the desired variation pattern allocation table (Fig. 24, Fig. 25) is selected. For example, when the current game state is normal (Tcode = 00H), if the activated reserved ball to be pre-read this time is the special chart 1 side and the winning type is miss A (winning the special chart 1 side miss A), the variation pattern allocation table "FH1" will be selected regardless of the number of activated reserved balls at the time of winning.
[0270] However, if the number of reserved balls in operation at the time of the pre-reading judgment does not match the number of reserved balls in operation at the start of the fluctuation, and the pre-reading fluctuation pattern is judged blindly while ignoring the number of reserved balls in operation, there is a possibility that a large difference will occur between the contents of the pre-reading fluctuation pattern and the contents of the fluctuation pattern at the start of the fluctuation. In detail, when a winning is won, the main control unit 20 sends a "winning time command" including the pre-reading fluctuation pattern information to the performance control unit 24, and the performance control unit 24, which receives this, performs performance control regarding the pre-reading notice performance based on the reserved addition command. On the other hand, when the fluctuation starts, the main control unit 20 sends a "variation pattern designation command" including the fluctuation pattern information at the start of the fluctuation to the performance control unit 24, and the performance control unit 24, which receives this, performs performance control including the decorative pattern change display operation performance (decorative pattern change display performance (decorative pattern performance described later)) and the notice performance (notice performance during fluctuation) based on the variation pattern designation command. From this relationship, if the difference between the contents of the foreseeing fluctuation pattern and the contents of the fluctuation pattern at the start of the fluctuation is large, the relevance between the contents of the foreseeing notice and the contents of the notice during the fluctuation is lost, the reliability and interest of the notice performance is reduced, and the player's motivation to play may be reduced. Therefore, in this embodiment, the foreseeing judgment is provided with the following characteristic element (first characteristic element).
[0271] (First characteristic element) With reference to the variation pattern allocation table selection table in Fig. 23, for example, when the current game state is normal, the operation reserved ball to be pre-read this time is the special chart 1 side, and the winning type is miss A (special chart 1 side miss A), as described above, the miss variation pattern allocation table "FH1" is selected at the time of pre-reading judgment regardless of the number of operation reserved balls. On the other hand, at the start of the variation, one of the variation pattern allocation tables "FH1 to FH4" is selected according to the number of operation reserved balls (see the "00H (normal), special chart 1, miss A" column in Fig. 25).
[0272] Here, referring to FIG. 25, the fluctuation pattern allocation table "FH3-FH4" allows selection (decision) of "normal fluctuation 4s, normal fluctuation 8s, normal fluctuation 13s" belonging to the normal fluctuation (normal fluctuation pattern) type, but these are defined as "non-pre-reading notice fluctuation pattern types" in which pre-reading notice is not executed. Specifically, this non-pre-reading notice fluctuation pattern is a pre-reading notice fluctuation pattern that is "not subject to pre-reading notice lottery" or "subject to pre-reading notice lottery but has zero winning probability (pre-reading notice not executed)". In this embodiment, the only normal fluctuation type that is subject to pre-reading notice is "pre-reading notice normal fluctuation 16s" that can be selected in the case of miss B (see "FH5" in FIG. 25).
[0273] In addition, the fluctuation pattern allocation tables "FH1" and "FH2" allow the selection of "normal fluctuation 13s and normal fluctuation 16s" belonging to the normal fluctuation type, as well as N reach 1 belonging to the N reach type. Here, simply "N reach 1" is different from N reach 1 for pre-reading notice and belongs to the above-mentioned non-pre-reading notice fluctuation pattern. Therefore, if you win the special chart 1 side miss A during normal, the fluctuation pattern (pre-reading fluctuation pattern) that is the target of the pre-reading notice will not be selected at the time of winning ("FH1" is selected at the time of pre-reading judgment). In other words, even if a different type of fluctuation pattern is determined at the time of winning and the start of the fluctuation, for example, it is determined to be N reach 1 at the time of pre-reading judgment and is determined to be normal fluctuation at the start of the fluctuation, in the case of the special chart 1 side miss A during normal, the pre-reading notice will not be displayed, so no particular problem will occur. It is not necessary to configure the system so that no pre-reading notice appears at all, and it is considered that no particular problem will arise if the pre-reading notice rarely appears when the normal fluctuation 13s, normal fluctuation 16s, or N reach 1 is selected. For example, at least one of the fluctuation patterns of the normal fluctuation 13s, normal fluctuation 16s, and N reach 1 can be used as the pre-reading notice fluctuation pattern. Preferably, the normal fluctuation 13s and / or N reach, which have a relatively low selection rate, are used, and more preferably, the normal fluctuation 13s, which has the lowest selection rate. However, in this case, in order to prevent the pre-reading notice from appearing excessively, it is preferable to set the appearance rate of the pre-reading notice (probability of winning the pre-reading lottery) to a lower probability than the normal fluctuation 16s for pre-reading notice and / or N reach 1 for pre-reading notice.
[0274] Also, as shown in Figure 25, if you win the special chart 1 side miss B (normal special chart 1 side miss B) during normal play, if you win the special chart 1 side miss C (normal special chart 1 side miss C) during normal play, or if you win any of the misses A to C on the special chart 2 side (normal special chart 2 side miss), the common miss pattern allocation tables "FH5", "FH6", and "FH7 (common to all misses)" are selected regardless of the number of balls in operation at the time of winning and the start of the fluctuation. Also, if you win any of the misses A to C during the probability change (probability change state) (Tcode = 01H) or the time reduction (time reduction state) (Tcode = 02H), regardless of the special chart type and the number of balls in operation, the common fluctuation pattern allocation table "FH8" is selected during the probability change, and "FH9" is selected during the time reduction. In other words, when making a prediction judgment when winning the normal special chart 1 side miss B, the normal special chart 1 side miss C, the miss A to C during the special bonus, or the miss A to C during the time-saving bonus, a common fluctuation pattern allocation table is referenced for each number of activated reserved balls at both the time of winning and the start of the fluctuation, so that the fluctuation pattern at the start of the fluctuation can be accurately predicted.
[0275] Therefore, even if a losing combination on either the Special Chart 1 side or the Special Chart 2 side is won during each game state, the above-mentioned problem of the correlation between the contents of the advance notice and the contents of the changing notice being lost is prevented from occurring.
[0276] (Regarding the second characteristic element) Generally, even without electric support, the number of operating reserved balls can change by about 1 or 2 in a relatively short time. If the variation pattern according to the number of operating reserved balls can be selected using this, it is possible to change the presentation time (execution time of the pattern variation display game) for each pattern variation display game, and generate a variety of presentations. In particular, if the average execution time (pattern variation time) of one pattern variation display game during a losing game is set to a short time (for example, about a few seconds), the occurrence rate of the so-called "variation slump (period during which the pattern variation display game is not executed)" increases, and the player is likely to feel that "it's not spinning, it's not interesting", and the interest in the game decreases, and the repeat rate of the game decreases. Therefore, it is thought that if the average execution time of one pattern variation display game is lengthened, the operating reserved balls will be easier to accumulate, and the occurrence rate of the variation slump can be reduced.
[0277] However, if the execution time of the pattern change display game is unnecessarily long, the game progress speed will slow down, the performance during the change will become uninteresting, and the tension of the big win due to the advance notice performance will be broken, which will make the player feel bored and dissatisfied. Also, if the execution time of the pattern change display game is unnecessarily long, the overflow of the operating reserved balls (start winning exceeding the maximum number of reserved memories (4)) will occur easily, that is, most of the execution rights of the game will be lost, and the motivation of the player to play may decrease. Therefore, it is necessary to devise a way to generate a well-balanced execution time of the pattern change display game. For example, it is important to have a technique for selecting a change pattern that takes into account the number of operating reserved balls and the game state at the start of the change. In particular, it is important to have a technique for selecting a change pattern that focuses on the time of failure that players often encounter during the game progress.
[0278] In view of such a problem, in this embodiment, the "loss fluctuation pattern allocation table" in Fig. 25 has a characteristic configuration. Below, we will focus on the "loss fluctuation pattern allocation table "FH1-FH9"" that is selected when a loss is won and provide a detailed explanation.
[0279] <A. Characteristics of the Variable Pattern Allocation Table for Normal Losing Wins: Figure 25> First, while referring to Figure 25, the normal losing variable pattern allocation tables "FH1 to FH7" will be described.
[0280] In this embodiment, the losing types include multiple types of losses, namely Loss A to Loss C, and their symbol drawing rates are 95% for Loss A, 4% for Loss B, and 1% for Loss C (refer to the remarks column in Figure 4). As shown in Figure 25 here, when winning on the special figure 1 side for Loss A, depending on the number of operation hold balls, one of the variable pattern allocation tables "FH1 to FH4" is selected. However, when winning on the special figure 1 side for Loss B, regardless of the number of operation hold balls, the common variable pattern allocation table "FH5" is selected. Similarly, when winning on the special figure 1 side for Loss C, regardless of the number of operation hold balls, the common variable pattern allocation table "FH6" is selected, just like the aforementioned Loss B. Also, when winning for any of Loss A to Loss C on the special figure 2 side, regardless of the number of operation hold balls, the common variable pattern allocation table "FH7" is selected.
[0281] These variable pattern allocation tables "FH1 to FH7" for normal losing wins have the following characteristics (α) to (Δ). Hereinafter, for the convenience of explanation, the variable pattern allocation table selected regardless of the number of operation hold balls will also be referred to as the "common variable pattern allocation table".
[0282] (A-1. Variable Pattern Allocation Table for Normal Losing A Win on the Special Figure 1 Side (Variable Pattern Allocation Table by Retention Number) "FH1 to FH4") (α) Each of the miss fluctuation pattern allocation tables "FH1 to FH4" allows at least "multiple types of normal fluctuation to be selected." Specifically, when "FH1" is selected, normal fluctuation 13s, normal fluctuation 16s, or N reach 1 (fluctuation time 26s) may be selected, and when "FH2" is selected, normal fluctuation 13s, normal fluctuation 16s, or N reach 1 may be selected. Also, when "FH3" is selected, normal fluctuation 8s or normal fluctuation 13s may be selected, and when "FH4" is selected, normal fluctuation 4s or normal fluctuation 8s may be selected. Normal fluctuation 16s belongs to the "longest normal fluctuation (longest normal fluctuation pattern) type" which has the longest fluctuation time among normal fluctuation types, and normal fluctuation 4s belongs to the "shortest normal fluctuation (shortest normal fluctuation pattern) type" which has the shortest fluctuation time among normal fluctuation types. In this embodiment, depending on the number of active reserved balls (reserved memory number), the "normal variation 16s" which has a variation time substantially the same as that of at least the "normal variation 16s for advance notice" can be selected (determined) at different selection rates. In addition, (Z1) the present invention can include a miss fluctuation pattern allocation table that can select the longest normal fluctuation and / or the shortest normal fluctuation with different selection rates according to the number of reserved balls in operation. (Z2) The present invention can also include a first miss fluctuation pattern allocation table that can select either a first specific fluctuation pattern (for example, normal fluctuation 16s) or a shortened fluctuation pattern (for example, normal fluctuation 4s, normal fluctuation 8s, or normal fluctuation 13s) having a shorter fluctuation time than the first specific fluctuation pattern according to the number of reserved balls in operation, and a second miss fluctuation pattern allocation table that can determine a second specific fluctuation pattern (for example, normal fluctuation 16s for pre-reading notice) having a fluctuation time substantially the same as that of the first specific fluctuation pattern regardless of the number of reserved balls in operation. (Z3) The present invention can also include a first miss fluctuation pattern allocation table that can determine a first specific fluctuation pattern (for example, normal fluctuation 16s) with different selection rates according to the number of reserved balls in operation, and a second miss fluctuation pattern allocation table that can determine a second specific fluctuation pattern (for example, normal fluctuation 16s for pre-reading notice) that has a fluctuation time that is substantially the same as the fluctuation time of the first specific fluctuation pattern regardless of the number of reserved balls in operation. In this case, the selection rate of the first specific fluctuation pattern (normal fluctuation 16s) can be configured to be different for each number of reserved balls in operation.
[0283] Therefore, if we focus on the overall picture of the miss fluctuation pattern allocation tables "FH1 to FH4", when a miss (miss A in this embodiment) that players encounter frequently in the course of the game is won, if there are relatively many operating reserved balls (when the number of reserved balls is 2 to 3), a fluctuation pattern with a relatively short fluctuation time is likely to be selected, and if there are relatively few operating reserved balls (when the number of reserved balls is 0 to 1), a fluctuation pattern with a relatively long fluctuation time is likely to be selected. This allows for a moderate change in the fluctuation time, which can contribute to reducing the occurrence rate of a fluctuation slump, and makes the player feel as if the operating reserved balls are accumulated and rotating. Also, in the miss fluctuation pattern allocation tables "FH1 to FH4", normal fluctuation is selected with a high probability, and the fewer the number of operating reserved balls, the higher the selection rate of the reach fluctuation. And the reach fluctuation to be selected is "N reach (reach fluctuation with a relatively short fluctuation time)" which belongs to the low expectation reach. This does not unnecessarily incite the expectation of winning at the time of a miss. According to the miss fluctuation pattern allocation tables "FH1 to FH4" of this embodiment, it is possible to create a balanced pattern fluctuation display game that contributes to reducing the occurrence rate of fluctuation slumps and does not unnecessarily increase the expectation of winning when a miss occurs.
[0284] In addition, the configuration is such that the "reach fluctuation (reach fluctuation pattern)" can be selected in the miss fluctuation pattern allocation tables "FH1" and "FH2", in other words, the reach fluctuation can be selected when the number of activated reserved balls is relatively small, but the present invention is not limited to this. For example, the configuration may be such that the reach fluctuation can be selected only in the fluctuation pattern allocation table "FH1", that is, the reach fluctuation is selected only when the number of activated reserved balls is the smallest. Also, the configuration may be such that only normal fluctuation is selected in the fluctuation pattern allocation tables "FH1 to FH4".
[0285] In this embodiment, when the normal fluctuation types are distinguished by the length of the fluctuation time, fluctuation patterns of 10 seconds or more, such as the normal fluctuation 16s type and the normal fluctuation 13s type, are treated as "long fluctuation patterns" with relatively long fluctuation times. On the other hand, fluctuation patterns of less than 10 seconds, such as the normal fluctuation 4s type and the normal fluctuation 8s type, are treated as "short fluctuation patterns" with relatively short fluctuation times. The reason for this distinction is that in a general pinball game machine, if game balls are continuously shot for about 10 seconds, it is considered that an activated reserved ball can be generated with a high probability. In this embodiment, the short fluctuation patterns include normal fluctuation 4s and normal fluctuation 8 that can be selected during normal play, as well as normal fluctuation 2s during special probability mode and normal fluctuation 8s during special probability mode that can be selected during special probability mode, and normal fluctuation 3s during time-saving mode and normal fluctuation 9s during time-saving mode that can be selected during time-saving mode (see the "FH8" and "FH9" columns in the fluctuation pattern allocation table in Figure 25).Such short fluctuation patterns are more likely to be selected when there are a large number of existing active reserved balls, or in a game state involving a "state with electric support" in which active reserved balls are likely to be generated.
[0286] (β) The miss fluctuation pattern allocation tables "FH1 to FH4" are set so that the fluctuation time of the fluctuation pattern (high frequency fluctuation pattern) with the highest selection rate among the fluctuation patterns determined by each table is different (the fluctuation time of the high frequency fluctuation pattern differs depending on the number of reserved balls in operation). Specifically, the fluctuation time of the high frequency fluctuation pattern is set so that the fluctuation time becomes longer in this order of "FH4 (reserved 3), FH3 (reserved 2), FH2 (reserved 1), FH1 (reserved 0)". In other words, the fluctuation time of the high frequency fluctuation pattern is set so that the smaller the number of reserved balls in operation, the longer the fluctuation time of the high frequency fluctuation pattern becomes relatively. In the case of this embodiment, the above high frequency fluctuation pattern is "normal fluctuation (normal fluctuation pattern)" (high frequency normal fluctuation pattern), and specifically, as shown in FIG. 25, in the case of the fluctuation pattern allocation table "FH1", it is "normal fluctuation 16s", in the case of "FH2", it is "normal fluctuation 13s", in the case of "FH3", it is "normal fluctuation 8s", and in the case of "FH4", it is "normal fluctuation 4s". In addition, the average fluctuation time (average execution time of one symbol fluctuation display game) when the fluctuation pattern allocation table "FH1 to FH4" is selected is set so that the average fluctuation time becomes longer in the order of "FH4 (reserved 3), FH3 (reserved 2), FH2 (reserved 1), FH1 (reserved 0)". In other words, the average fluctuation time is set so that the smaller the number of activated reserved balls is, the longer the average fluctuation time is.
[0287] (A-2. Common variable pattern distribution table for winning the normal special chart 1 side B: "FH5") (γ) The failure fluctuation pattern allocation table "FH5" allows the selection of a fluctuation pattern type having a winning expectation of "less than SPSP reach type (highest expectation reach type)". In this embodiment, as shown in the figure, in addition to the N reach type and the SP reach type, the "longest normal fluctuation (longest normal fluctuation pattern) type" having the longest fluctuation time among the normal fluctuation types can be selected (see the FH column in FIG. 25). Specifically, the "SPSP reach type (developed SPSP reach, direct hit SPSP reach)" which has a higher winning expectation than the "SP reach type" (has a longer fluctuation time than the SP reach type) is not selected. The average fluctuation time when this failure fluctuation pattern allocation table "FH5" is selected is relatively longer than the failure fluctuation pattern allocation tables "FH1 to FH4" described above.
[0288] (A-3. Common variation pattern allocation table for winning the normal special chart 1 side C: "FH6") (δ) The miss fluctuation pattern allocation table "FH6" allows at least the "SPSP reach type" to be selected, that is, the highest expectation reach fluctuation type to be selected. In other words, the table configuration allows the fluctuation pattern with the longest fluctuation time to be selected among the reach fluctuation patterns. In the case of this embodiment, as shown in the figure, only the SPSP reach type (developed SPSP reach, direct hit SPSP reach) can be selected. Therefore, the average fluctuation time when the miss fluctuation pattern allocation table "FH6" is selected is longer (the longest average fluctuation time) than the fluctuation pattern allocation tables "FH1 to FH5" related to other miss wins during normal wins.
[0289] (Common variation pattern distribution table for winning during normal misses on the special chart 2 side: "FH7") (ε) The losing variation pattern distribution table "FH7" is a variation pattern distribution table for when losing is selected on the special figure 2 side, not when losing is selected on the special figure 1 side. In this embodiment, as shown in the figure, only the normal variation type (here, normal variation 16s) is selected. That is, if a reach occurs during the normal special symbol variation display game 2 (during special figure 2 variation), a winning determination is notified at that time. During normal times, there is no electric support, and winning at the lower start port 35 is almost non-existent, and it is rare for a special figure 2 operation hold ball to occur. Therefore, there is no need to enable selection of a wide variety of variation patterns, and arbitrarily providing a wide variety of variation patterns would lead to an increase in the control burden.
[0290] <B. Characteristics of the Variation Pattern Distribution Table for Losing Selections during Certain Probability Variation or Short Time Variation> (B-1. Common Variation Pattern Distribution Table "FH8" for All Losing Selections during Certain Probability Variation, Common Variation Pattern Distribution Table "FH9" for All Losing Selections during Short Time Variation) (ζ) When losing is selected during certain probability variation or short time variation, regardless of at least the number of operation hold balls, a losing variation pattern distribution table corresponding to each game state is selected. In this embodiment, regardless of the special symbol type, the number of operation hold balls, and the losing type, the losing variation pattern distribution table "FH8" is selected during certain probability variation, and the losing variation pattern distribution table "FH9" is selected during short time variation (refer to the columns of "01H (certain probability)", "02H (short time)" in Fig. 23, and the columns of "certain probability", "short time" in Fig. 25). The reason for such a table configuration is that during certain probability variation or short time variation, it is difficult for a variation slump to occur, and during certain probability variation or short time variation, it is not a game state (performance mode) that emphasizes the game playability of "enjoying the performance" like during normal times, but rather a game state (performance mode) that emphasizes the game playability of "increasing the average digestion speed of the game to enhance the consecutive winning property (increasing the ball output speed to give a ball output feeling)", and there is no need to provide a large number of variation pattern distribution tables like during normal times.
[0291] By the above-mentioned "variation pattern distribution table for losing selections", the following effects can be achieved.
[0292] (A) The miss type includes multiple types of miss A to C, and the pattern selection rate of these is 95% for miss A, 4% for miss B, and 1% for miss C (miss A>miss B>miss C) (see the remarks column in FIG. 4). In this embodiment, by utilizing such a relationship of the pattern selection rate, when miss A is won during normal play, if there are relatively many operation reserved balls, multiple short fluctuation patterns with different fluctuation times are likely to be selected, and when there are relatively few operation reserved balls, multiple long fluctuation patterns with different fluctuation times are likely to be selected. In addition, when miss A is won, the reach fluctuation is selected with a lower probability than when miss B or miss C is won. This not only results in a configuration in which pattern changes with long change times do not occur unnecessarily frequently, i.e., a suitable pace is exerted in the change time, which contributes to reducing the occurrence rate of change slumps, but also creates a well-balanced execution time for the pattern change display game in which the player feels as if the pending operating balls are accumulated and spinning (for example, see (α) to (δ) above). (B) Also, if Miss A is won during normal play, the fewer the number of pending active balls, the longer the average fluctuation time (the average execution time of one pattern fluctuation display game). In other words, the more the number of pending active balls, the shorter the average fluctuation time (for example, see (α) and (β) above). This allows for a well-balanced execution time of the pattern fluctuation display game to be generated, where the execution time of the pattern fluctuation display game is not unnecessarily extended, the occurrence rate of a fluctuation slump is suppressed, and the occurrence rate of an overflow of pending active balls is also suppressed. This is particularly suitable for "normal play" where the duration of play can be long in terms of game progress. (Γ) Also, if miss A is won during normal play, normal variation is selected with a higher probability than reach variation, if miss B is won, low expectation reach types (N reach and SP reach) are selected with a higher probability, and if miss C is won, high expectation reach types (developed SPSP reach, direct hit SPSP reach) are selected with a higher probability (for example, see (α) to (δ) above). In other words, in most cases of misses, the effects related to normal variation (normal variation effects) are displayed, and reach effects can be displayed with an appropriate frequency. This prevents excessive excitement of the player's expectation of winning. Also, the rare appearance of high expectation reach effects can greatly increase the interest in the game (expectation of winning). (Δ) During the probability or time reduction, a common variation pattern distribution table is selected regardless of the type of miss or the number of balls in operation (see (ζ) above). This reduces the program capacity and significantly reduces the control burden.
[0293] (Third characteristic element) In addition, in this embodiment, as already explained, "normal fluctuation 16s for pre-reading notice" and "N reach 1 for pre-reading notice" are provided. These fluctuation patterns are defined as pre-reading notice fluctuation patterns, and have the following characteristics. (A) As shown in FIG. 25, the fluctuation time of "normal fluctuation 16s for look-ahead notice" is approximately the same as the fluctuation time of "normal fluctuation 16s" belonging to the non-look-ahead notice fluctuation pattern type, and the fluctuation time of "N reach 1 for look-ahead notice" is approximately the same as the fluctuation time of "N reach 1" belonging to the non-look-ahead notice fluctuation pattern type. These fluctuation patterns belong to long fluctuation patterns. In the case of this embodiment, "normal fluctuation 16s for look-ahead notice" and "normal fluctuation 16s" are fluctuation patterns defined as the longest fluctuation times among normal fluctuation types, and belong to the longest normal fluctuation type. (B) Also, as shown in Figure 25, "Normal fluctuation 16s for pre-reading notice" and "Normal fluctuation 16s" are the same type of fluctuation pattern, but the command values at the time of winning are different. Also, "N reach 1 for pre-reading notice" and "N reach 1" are the same type of fluctuation pattern, but the command values at the time of winning are different. (C) "Normal fluctuation 16s for pre-reading notice" and "Normal fluctuation 16s" are fluctuation patterns belonging to low expectation fluctuation patterns (normal fluctuation type, N reach type), and their winning expectation is approximately the same. Similarly, "N reach 1 for pre-reading notice" and "N reach 1" are fluctuation patterns belonging to low expectation fluctuation patterns, and their winning expectation is approximately the same.
[0294] The functions of the above-mentioned "normal fluctuation 16s for pre-reading notice" and "N reach 1 for pre-reading notice" will be explained while touching on the relationship between the fluctuation pattern allocation table selection table in Figure 23, the miss fluctuation pattern allocation table in Figure 25, and the appearance control of the pre-reading notice.
[0295] When Miss A is won during normal play, one of the Miss variation pattern allocation tables "FH1-FH4" (variation pattern allocation table by number of reserved balls) is selected at the start of the variation according to the number of balls in operation (see FIG. 25), and normal variation 16s or N reach 1 may be selected (see "FH1" and "FH2" in FIG. 25). Also, Miss B (symbol lottery rate 4%) rarely wins, but in this case, it is selected in Miss variation pattern allocation table "FH5" (common variation pattern allocation table), and "normal variation 16s for pre-reading notice" or "N reach 1 for pre-reading notice" may be selected (see "FH5" in FIG. 25). Here, in the "normal play" where the stay period may be long in the progress of the game, the game situation that the player has the highest probability of encountering is the winning of Miss A (symbol lottery rate 95%).
[0296] Therefore, as a first effect, when a fluctuation pattern with a low expectation level is selected, excessive pre-reading notices are not displayed, and the player's expectation of winning is not unnecessarily aroused.
[0297] As a second effect, when the activated reserved ball related to the pre-reading notice is used in the pattern change display game, the expectation of winning due to the pre-reading notice can be sustained for a long time. In detail, when a pre-reading notice related to a short change pattern such as a normal change of 4s or a normal change of 8s occurs, the execution time of the pattern change display game related to the activated reserved ball that is the target of the pre-reading notice is short, and the game ends abruptly without any significant notice effect. In addition, when the execution time of the pattern change display game is short, for example, when an effect that suggests the occurrence of a "step-up reserved change notice" such as a white flashing reserved icon appears, the game ends abruptly without raising the expectation of the occurrence. In such a case, the player becomes disheartened and wonders, "What on earth was the meaning of that pre-reading notice?", which causes distrust in the pre-reading notice. However, in the case of this embodiment, since "normal fluctuation 16s for look-ahead notice" and "N reach 1 for look-ahead notice" belong to a "long fluctuation pattern (the longest normal fluctuation in this embodiment)" which has a relatively long fluctuation time, it is possible to prevent such problems from occurring.
[0298] Although the "normal variation 16s for pre-reading notice" and the "normal variation 16s" differ in whether they are pre-reading notice targets or not, it is preferable that the same presentation can be executed in both pattern variation display games (the same applies to the relationship between "N reach 1 for pre-reading notice" and "N reach 1"). In other words, the presentation during the pattern variation is the same for the "normal variation 16s" for non-pre-reading notice and the "normal variation 16s" for pre-reading notice that has a variation time that is approximately the same (including the same), and the player is made to recognize that the same variation pattern has been selected in terms of presentation, regardless of which variation pattern is selected. In this way, by distinguishing between non-pre-reading notice and pre-reading notice, variation patterns that are the same in content but have different selection rates, pre-reading notices are appropriately displayed when losing, preventing excessive pre-reading notices from being executed, and the player's expectation of winning can be appropriately stimulated (the player does not feel stressed due to the appearance of excessive pre-reading notices). Note that "same presentation" here means that it is preferable that the presentation mode including at least the decorative pattern change display (decorative pattern presentation described below) and the preview presentation is the same, but it is also acceptable to make the "decorative pattern change display" and / or the "preview presentation" the same. However, in order to make the presentation look similar, it is preferable that the decorative pattern change display mode is different but the other presentations are the same. Also, it is acceptable to provide only one or more types of pre-reading normal change having the same function as "pre-reading preview normal change 16s", or to provide only one or more types of pre-reading N reach having the same function as "pre-reading preview N reach 1".
[0299] As already explained, "normal fluctuation 16s" and / or "N reach 1" may be defined as the fluctuation pattern for look-ahead notice. In this case, the occurrence rate of the look-ahead notice is set to a lower probability than "normal fluctuation 16s for look-ahead notice" and / or "N reach 1 for look-ahead notice". For example, the occurrence rate (execution rate) of the look-ahead notice is set to satisfy the relationship "normal fluctuation 16s < normal fluctuation 16s for look-ahead notice" and "N reach 1 < N reach 1 for look-ahead notice".
[0300] Returning to the explanation of FIG. 9, when the random number determination process at the time of winning at the start port in step S320 is completed, a "winning command" is created based on the command data determined in the random number determination process at the time of winning at the start port, and this is sent to the performance control unit 24 (step S321). A list of winning commands is shown in FIG. 26 and FIG. 27. Note that if pre-reading is prohibited or if an abnormality occurs in the set value data, the pre-reading prohibited data "9FH" is maintained as is, and a winning command having the "pre-reading prohibited data" is sent to the performance control unit 24. In this case, an appropriate value, for example, "B3H", is obtained for the value on the upper byte (MODE1) side, and a winning command (B39FH) with pre-reading prohibited is sent.
[0301] Next, a "reserved addition command" that specifies the number of reserved balls in operation at the time of the look-ahead judgment is created (step S322), and this is sent to the performance control unit 24 (step S323). This "reserved addition command" is composed of two bytes, with an upper byte (MODE) that specifies whether the reserved ball that is the subject of the look-ahead this time is on the special chart 1 side or the special chart 2 side, and a lower byte (EVENT) that specifies the number of reserved balls in operation at the time of winning. The reserved addition command is used by the performance control unit 24 to notify the reserved display areas 76, 77 of information regarding the current number of reserved balls in operation when an activated reserved ball occurs, and also to display a look-ahead notice about the reserved ball that is the subject of the notice when a look-ahead notice performance is executed.
[0302] When the winning command and reserved addition command are sent from the main control unit 20, the performance control unit 24 that receives them, if the information included in the command is "other than the prohibition of pre-reading", will hold a lottery (pre-reading notice lottery) regarding whether or not to execute the pre-reading notice, and if it is won, will create a performance scenario for the pre-reading notice and control the execution of the pre-reading notice targeting the currently activated reserved ball based on that scenario. On the other hand, if it is "prohibition of pre-reading", the pre-reading notice lottery will not be executed, or the pre-reading notice lottery will be executed but the lottery result will be forcibly processed as a miss (no pre-reading performance executed), and the occurrence of the pre-reading notice will be prohibited. In this embodiment, the winning command with the prohibition of pre-reading is sent in both cases when pre-reading is prohibited or when a setting abnormal error occurs, and the reason is as follows.
[0303] In the present embodiment, even if a setting abnormality error occurs, the game operation is not forcibly stopped. The reason is that, first, as already explained, a setting abnormality error can be eliminated by performing a setting change operation, but setting change operation during business hours is highly likely to be prohibited from the viewpoint of legal requirements as an act that incites gambling. Second, if the game operation processing is forcibly stopped immediately when a setting abnormality error occurs, the player will feel distrustful of the sudden game stop. For example, if a setting abnormality error occurs by chance when a pattern variation display game in progress is executed during normal operation or during a jackpot game, and the game is immediately controlled to a state in which it cannot be played, the profit that the player should have obtained will disappear, leading to distrust from the player. In consideration of such circumstances, when a setting abnormality error occurs, only an error notification is performed, and the game progress itself is allowed to continue, although it is conditional. The reason why I say "conditionally" is that if a setting abnormality error occurs, the pre-reading notice is prohibited and the result of the pattern change display game is forcibly set to a loss (see the processing route of step S317 (=5AH) in FIG. 9 and step S409 (=5AH) in FIG. 10 described below).
[0304] As a result of the above, the special chart 1 starting hole check processing is exited, and then the special chart 2 starting hole check processing (step S302) is executed.
[0305] <10. Special pattern change start process: Figure 10> Next, a description will be given of the special symbol variation start process (step S306) in Fig. 8. Fig. 10 is a flowchart showing the details of the special symbol variation start process.
[0306] In FIG. 10, the CPU 201 first judges whether the number of reserved balls for operation of the special chart 2 is zero (step S401), and if the number of reserved balls for operation of the special chart 2 is not zero (step S401: NO), executes processing at the start of fluctuation for the number of reserved balls for operation of the special chart 2 (steps S403 to S416). On the other hand, if the number of reserved balls for operation of the special chart 2 is zero (step S401: YES), then judges whether the number of reserved balls for operation of the special chart 1 is zero (step S402), and if the number of reserved balls for operation of the special chart 1 is not zero (step S402: NO), executes processing at the start of fluctuation for the number of reserved balls for operation of the special chart 1 (steps S403 to S416). The processing of steps S401 and S402 determines the "priority fluctuation order" of which of the reserved balls for operation of the special chart 1 and the reserved balls for operation of the special chart 2 is to be preferentially used for the fluctuation display operation (which reserved balls for operation are to be consumed). In this embodiment, when there are activation reserved balls in both the special chart 1 activation reserved ball and the special chart 2 activation reserved b...
Claims
1. A launching means capable of launching a game ball toward a game area; A normal symbol starting means capable of detecting a gaming ball; A first special symbol starting means capable of detecting a gaming ball; A second special symbol starting means configured to be able to change between a first state in which a game ball can be entered and a second state in which it is more difficult or impossible for the game ball to enter than the first state; A normal acquisition means for acquiring normal game information based on the detection of a game ball by the normal symbol start means; A normal symbol reservation storage means capable of reserving and storing the normal game information acquired by the normal acquisition means as normal reservation information up to a predetermined upper limit number; a bonus winning lottery drawing means for drawing a bonus winning lottery for a bonus winning based on the normal game information; A normal symbol display means for executing a variable display operation of a normal symbol and displaying the normal symbol in a display mode according to a result of the auxiliary winning lottery by the auxiliary winning lottery means; an auxiliary winning game execution control means for executing and controlling an auxiliary winning game in which the second special symbol starting means is changed to the first state when a predetermined auxiliary winning symbol is stopped and displayed on the normal symbol display means; A first special acquisition means for acquiring first special game information based on the first special symbol starting means detecting a game ball; A second special acquisition means for acquiring second special game information based on the second special symbol starting means detecting the game ball; a first special symbol reservation storage means for storing the first special game information acquired by the first special acquisition means as first special reservation information up to a predetermined upper limit number; a second special symbol reservation storage means for storing the second special game information acquired by the second special acquisition means as second special reservation information up to a predetermined upper limit number; A winning lottery means for executing a winning lottery regarding whether or not to control to a winning game based on the first special game information or the second special game information; A first special symbol display means for executing a variable display operation of a first special symbol and displaying the special symbol in a display mode corresponding to a winning lottery result by the winning lottery means; A second special symbol display means for executing a variable display operation of a second special symbol and for stopping and displaying the special symbol in a display mode according to a lottery result by the winning lottery means; A winning game execution control means for controlling the execution of the winning game when a predetermined winning symbol is stopped and displayed on the first special symbol display means or the second special symbol display means, A special symbol variation pattern determination means that determines one or more types of variation patterns and is capable of determining a variation pattern related to the variation display of the first special symbol based on a variation pattern selection table associated with at least the winning lottery result by the winning lottery means, the number of first special reserved information reserved and stored in the first special symbol reserved storage means, and the number of normal reserved information reserved and stored in the normal symbol reserved storage means; At least a special symbol display control means for controlling the variable display operation of the first special symbol based on the variable pattern determined by the special symbol variable pattern determination means; The special symbol variation pattern determination means When the number of normal reserved information reserved and stored in the normal symbol reserved storage means is a first number, the variation pattern can be determined based on a variation pattern selection table that is different for each number of first special reserved information reserved and stored in the first special symbol reserved storage means; When the number of normal reserved information stored in the normal pattern reserved storage means is a second number greater than the first number, the variation pattern can be determined based on at least a variation pattern selection table corresponding to the number of normal reserved information, An average fluctuation time obtained by averaging the fluctuation times of all the fluctuation patterns that can be determined when the number of normal pending information items is the second number, taking into account their selection rates, is relatively longer than an average fluctuation time obtained by averaging the fluctuation times of all the fluctuation patterns that can be determined when the number of normal pending information items is the first number, taking into account their selection rates. A gaming machine characterized by:
2. the winning lottery result by the winning lottery means includes at least a first losing type and a second losing type; The special symbol variation pattern determination means When the winning lottery result by the winning lottery means is the first losing type, the variation pattern can be determined based on a variation pattern selection table that differs depending on whether the number of normal reserved information is the first number or the second number as described in claim 1, When the lottery result is the second losing type, the variation pattern can be determined based on a common variation pattern selection table regardless of whether the number of normal reserved information is the first number or the second number.
2. The gaming machine according to claim 1 .
3. A decorative member is disposed at approximately the center of the play area; The game ball shot into the game area by the launching means is configured to flow down either a left flow path on the left side of the decorative member or a right flow path on the right side of the decorative member, The normal symbol start means and the first special symbol start means are arranged on the left flow path, The normal symbol starting means and the first special symbol starting means are configured to be always capable of entering the ball, The rate of entry into the normal symbol start means is configured to be lower than the rate of entry into the first special symbol start means.
3. The gaming machine according to claim 1 or 2.
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