Gaming Machines
By introducing state transition mechanisms and counter controls into the game console, the problem of lack of innovation and unexpected reward errors in the game console is solved, and a more innovative and playable gaming experience is achieved.
Patent Information
- Application Number
- JP2022045464
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-22
- Publication Date
- 2025-02-06
- Estimated Expiration
- 2042-03-22
AI Technical Summary
Existing consoles lack innovation and have unnecessary waste of time and unexpected reward errors.
By introducing a new state transition mechanism into the game console, it allows to enter a favorable game state when certain conditions are met, and improves the diversity of the game and controls the occurrence of unexpected rewards through counter and variable mode settings.
It provides a more innovative and playable gaming experience, reduces time waste and unexpected reward errors, and improves the controllability and fun of the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine for executing a game. [Background technology]
[0002] Patent Document 1 describes that the time-saving feature ends when a specific small jackpot is won. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-69307 A Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, many similar gaming machines have been proposed, and there is a demand for innovative gaming machines.
[0005] Therefore, an object of the present invention is to provide an innovative gaming machine. [Means for solving the problem]
[0006] The present invention employs the following solutions to solve the above-mentioned problems. Note that the solutions and the words in parentheses below are merely examples, and the present invention is not limited thereto. The present invention can be an invention that includes at least one of the invention-specifying matters shown in the solutions below. Furthermore, each invention-specifying matter shown in the solutions below can be made into a subordinate concept by adding an element that limits the invention-specifying matter, and can also be made into a superordinate concept by deleting an element that limits the invention-specifying matter.
[0007] [First technical feature: New specifications for normal power abnormality entry error] Solution A1: The gaming machine of this solution comprises a state transition means which, when a predetermined transition condition is satisfied, can transition from a predetermined gaming state to a favorable gaming state in which favorable conditions are applied compared to the predetermined gaming state, while, when a predetermined termination condition is satisfied, can terminate the favorable gaming state and transition to the predetermined gaming state; and, when a predetermined operating condition is not satisfied, a difficult ball entry state is entered in which it is difficult for a gaming ball to enter a starting winning hole, while, when the predetermined operating condition is satisfied, a difficult ball entry state is entered in which it is more difficult for a gaming ball to enter the starting winning hole than in the difficult ball entry state. and an abnormal winning error determination means for determining that an abnormal winning error has occurred when a predetermined number of game balls enter the start winning port in a situation other than the first case in which a game ball enters the start winning port while the electric device is in the easy-to-enter state in the favorable game state, the second case in which a game ball enters the start winning port while the electric device is in the easy-to-enter state in the favorable game state, and the third case in which a game ball enters the start winning port between the end of the favorable game state and the elapse of a predetermined time.
[0008] The gaming machine of this solution has the following configuration. (1) When a predetermined transition condition is satisfied, a transition can be made from a predetermined gaming state (non-time-shortened state, normal) to an advantageous gaming state (time-shortened state, during time shortening) in which conditions more advantageous than the predetermined gaming state are applied, while a state transition means is provided which, when a predetermined termination condition is satisfied, terminates the advantageous gaming state and enables a transition to the predetermined gaming state.
[0009] The favorable conditions include at least one of the following conditions: the time it takes for the normal or special symbols to change is shortened; the probability of winning the normal or special symbol lottery is increased from a low probability to a high probability; the operation time of the electric device is extended; and the number of times the electric device is operated is increased (the same applies below).
[0010] (2) It is equipped with an electric device (a normal electric device) that, when a specified operating condition is not met, causes a difficult-to-enter state in which it is difficult for the game ball to enter the starting winning hole, while, when a specified operating condition is met (when a normal pattern is displayed in a winning manner), causes the game to transition to an easy-to-enter state in which it is easier for the game ball to enter the starting winning hole than in the difficult-to-enter state.
[0011] (3) The device is provided with an abnormal winning error determination means which can determine that an abnormal winning error has occurred when a predetermined number of game balls (e.g., 1 to 5 balls) enter the start winning port in a situation other than the first case in which a game ball enters the start winning port during a favorable game state, the second case in which a game ball enters the start winning port while the electric device is in an easy-to-enter state during a favorable game state, and the third case in which a game ball enters the start winning port between the end of the favorable game state and the elapse of a predetermined time (situations other than the three cases from first to third),
[0012] According to this solution, cases in which a game ball enters the starting winning port between the end of the advantageous game state and the elapse of a predetermined time are excluded from the judgment of abnormal winning errors, thereby making it possible to suppress the occurrence of unintended abnormal winning errors, and as a result, it is possible to provide an innovative gaming machine.
[0013] Solution A2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the specified time is longer than the operating time, which includes the time during which the electric device transitions to the easy-to-score state, plus the effective time during which a gaming ball has entered the starting winning port even if the electric device is in the difficult-to-score state.
[0014] In this solution, the specified time is a time (e.g., 4.0 seconds) longer than the operating time (e.g., 2.5 seconds; opening time + closing time), which includes the time during which the electric device transitions to an easy-to-score state, plus the effective time (e.g., 0.5 seconds) that validates the entry of a game ball into the starting winning hole even if the electric device is in a difficult-to-score state (e.g., 3.0 seconds).
[0015] According to this solution, since "operation time + effective time" is less than "predetermined time," the predetermined time can end after the time related to the electric device has ended, thereby further preventing the occurrence of unintended abnormal winning errors.
[0016] [Second technical feature: Control method for ending time-saving mode with small hit] Solution B1: The gaming machine of this solution is equipped with a state transition means that, when a predetermined transition condition is satisfied, can transition from a predetermined gaming state to an advantageous gaming state in which favorable conditions are applied compared to the predetermined gaming state, while, when a predetermined termination condition is satisfied, can terminate the advantageous gaming state and transition to the predetermined gaming state, and the state transition means, when it determines that a first win that terminates the advantageous gaming state by winning once, can terminate the advantageous gaming state as the predetermined termination condition is satisfied, and when it determines that a second win that includes terminating the advantageous gaming state by winning at least multiple times, can terminate the advantageous gaming state as the predetermined termination condition is satisfied.
[0017] The gaming machine of this solution has the following configuration. (1) When a predetermined transition condition is satisfied, a transition can be made from a predetermined gaming state (non-time-shortened state, normal) to an advantageous gaming state (time-shortened state, during time shortening) in which conditions more advantageous than the predetermined gaming state are applied, while a state transition means is provided which, when a predetermined termination condition is satisfied, terminates the advantageous gaming state and enables a transition to the predetermined gaming state.
[0018] (2) When the state transition means determines that a first win (small win pattern 1) has been won, which terminates the advantageous game state when won once, it makes it possible to terminate the advantageous game state as a predetermined termination condition has been satisfied, and when it determines that a second win (small win pattern 2) has been won, which includes terminating the advantageous game state when won at least multiple times, it makes it possible to terminate the advantageous game state as a predetermined termination condition has been satisfied.
[0019] According to this solution, an advantageous gaming state can be ended by a single win or multiple wins, which allows for more diverse gameplay than a system in which an advantageous gaming state is ended by only a specific small win, and as a result, an innovative gaming machine can be provided.
[0020] Solution B2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the state transition means, when it is determined that the second win has been won, determines a counter value for determining whether the number of times the second win has been won has reached a number that terminates the advantageous gaming state, the counter value being set at the end of the winning game, and makes it possible to terminate the advantageous gaming state if the counter value has reached a specified number.
[0021] In this solution, when the state transition means determines that a second win has occurred, it determines a counter value (number of small wins displayed) for determining whether the number of second wins has reached the number that will terminate the advantageous game state, and is set at the end of the game when a win occurs, and makes it possible to terminate the advantageous game state if the counter value has reached a specified number of times (1 → 0).
[0022] According to this solution, the end of the advantageous gaming state is controlled using the counter value, so that the program control for ending the advantageous gaming state upon winning the second jackpot can be carried out efficiently.
[0023] Solution B3: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the second win includes ending the advantageous gaming state by winning once.
[0024] In this solution, the second win includes ending the advantageous gaming state by winning once. That is, the second win may end the advantageous gaming state by winning once, or may end the advantageous gaming state by winning multiple times.
[0025] According to this solution, the second win can have multiple roles, and compared to a case in which the second win has only one role, the gameplay can be made more complex and diverse.
[0026] [Third technical feature: Control of special fluctuation settings according to time-saving limiter] Solution C1: The gaming machine of this solution is characterized by comprising: a state transition means for enabling a transition from a predetermined gaming state to an advantageous gaming state in which conditions more advantageous than the predetermined gaming state are applied when a predetermined transition condition is satisfied, while terminating the advantageous gaming state and enabling a transition to the predetermined gaming state when a predetermined termination condition is satisfied; a transition number setting means for enabling a setting of the number of transitions that can be consecutively transitioned to the advantageous gaming state; a variation pattern setting means for enabling a setting of a pattern variation pattern based on the number of transitions; and a variation pattern definition means for defining, as variation patterns that can be set by the variation pattern setting means, a common variation pattern that can be set regardless of the number of transitions, and an individual variation pattern that can be set based on the number of transitions.
[0027] The gaming machine of this solution has the following configuration. (1) When a predetermined transition condition is satisfied, a transition can be made from a predetermined gaming state (non-time-shortened state, normal) to an advantageous gaming state (time-shortened state, during time shortening) in which conditions more advantageous than the predetermined gaming state are applied, while a state transition means is provided which, when a predetermined termination condition is satisfied, terminates the advantageous gaming state and enables a transition to the predetermined gaming state.
[0028] (2) It is provided with a transition number setting means for setting the number of transitions (time-saving limiter number) that can be consecutively made to a favorable gaming state. (3) It is provided with a variation pattern setting means that enables the pattern of pattern variation to be set based on the number of transitions.
[0029] (4) The fluctuation pattern definition means defines, as fluctuation patterns that can be set by the fluctuation pattern setting means, a common fluctuation pattern (fluctuation pattern table E) that can be set regardless of the number of transitions, and individual fluctuation patterns (fluctuation pattern tables B, C, D) that can be set based on the number of transitions.
[0030] According to this solution, a common variation pattern that can be set regardless of the number of transitions is provided, and by providing a common variation pattern that can be selected in any situation, the special feeling of the common variation pattern can be enhanced, and as a result, an innovative gaming machine can be provided.
[0031] Solution C2: The gaming machine of this solution is any of the solutions described above, characterized in that the common variation pattern can be set for a longer period than the individual variation pattern.
[0032] In this solution, the common variation pattern can be set for a longer period than the individual variation pattern.
[0033] According to this solution, the common variation pattern can be set for a longer period than the individual variation patterns, so that the common variation pattern can be enjoyed for a long period of time, and the special feeling of the common variation pattern can be further enhanced. Effect of the Invention
[0034] According to the present invention, a novel gaming machine can be provided. [Brief description of the drawings]
[0035] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. 2 is a front view showing the game board unit alone. [Figure 4] A diagram showing details of the second variable winning device 31. [Diagram 5]A diagram showing details of the second variable winning device 31. [Figure 6] A diagram showing details of the variable start winning device 28. [Figure 7] A diagram showing details of the variable start winning device 28. [Figure 8] 2 is an enlarged front view showing a portion of the game board unit. FIG. [Figure 9] FIG. 2 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 10] 13 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 11] 13 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 12] 11 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 13] 13 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 14] 13 is a flowchart illustrating an example of a procedure for switch input event processing. [Figure 15] 13 is a flowchart showing an example of the procedure for a first special symbol memory update process. [Figure 16] 13 is a flowchart showing an example of the procedure for a second special symbol memory update process. [Figure 17] 13 is a flowchart showing an example of a procedure for effect determination processing at the time of acquisition. [Figure 18] 13 is a flowchart showing an example of the configuration of a special symbol game process. [Figure 19] 13 is a flowchart showing an example of a procedure for special pattern change pre-processing. [Figure 20] A diagram showing a winning stop pattern selection table (normal). [Figure 21] A diagram showing the winning stop pattern selection table (during time reduction). [Figure 22] A diagram showing the relationship between a fluctuation pattern table and a fluctuation pattern offset. [Diagram 23] This shows a special fluctuation pattern table after the first jackpot during normal play. [Figure 24] This shows a special fluctuation pattern table after the second or third jackpot during the time-saving period. [Diagram 25] This is a diagram showing a special fluctuation pattern table after the 4th to 9999th jackpot during the time-saving period. [Figure 26] This figure shows a special fluctuation pattern table after the 10,000th jackpot during the time-saving period. [Figure 27] This figure shows the values of the fluctuation pattern selection status flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 0 (when a normal win occurs). [Figure 28] This figure shows the values of the fluctuation pattern selection status flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 9998 and 9999 (when a win occurs during the time-saving period). [Figure 29] This figure shows the values of the fluctuation pattern selection status flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 2 to 9997 (when a win occurs during the time-saving period). [Diagram 30] This figure shows the values of the fluctuation pattern selection status flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 1 (when a win is made during the time-saving period and the limiter is reached). [Diagram 31] A diagram showing the relationship between the variation pattern selection status flag, the variation pattern selection counter, and the variation pattern offset. [Diagram 32] 13 is a flowchart showing an example of a procedure for special symbol memory area shifting processing. [Diagram 33] 13 is a flowchart showing an example of a procedure for processing during a special symbol stop display. [Diagram 34] 13 is a flowchart showing a first example of a procedure of a time-saving end determination process. [Diagram 35] 10 is a flowchart showing a second procedure example of the time-saving end determination process. The procedure will be described below. Note that the description of the same parts as in the first procedure example will be omitted. [Diagram 36] 13 is a flowchart showing an example of a configuration of a display output management process. [Figure 37]A flowchart showing an example of the configuration of a variable prize-winning device management process. [Figure 38] 13 is a flowchart showing an example of the procedure for setting a large prize opening pattern. [Figure 39] A flowchart showing an example of the procedure for setting the large prize opening pattern when a jackpot occurs. [Diagram 40] A figure showing an example of a table for setting opening patterns by symbols when a jackpot occurs. [Diagram 41] A flowchart showing an example of the procedure for setting the large prize opening pattern when a small win occurs. [Diagram 42] A figure showing an example of an opening pattern setting table when a small hit occurs. [Diagram 43] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize opening. [Diagram 44] A flowchart showing an example of the procedure for processing the second large prize opening opening and closing operation. [Diagram 45] 13 is a flowchart illustrating an example of a procedure for a specific area opening / closing operation process. [Figure 46] 13 is a flowchart showing an example of a procedure for processing when passing through a specific area. [Figure 47] A figure showing an example of a setting table for opening patterns by symbols when passing through a specific area. [Figure 48] A flowchart showing an example of the procedure for processing the first large prize opening opening and closing operation. [Figure 49] 13 is a flowchart showing an example of the procedure for processing the closing of the large prize opening. [Figure 50] 13 is a flowchart showing an example of a procedure for a termination process. [Figure 51] 13 is a flowchart showing an example of a procedure for a time-saving limiter management process. [Figure 52] 13 is a flowchart illustrating an example of a procedure for limiter clear confirmation flag ON setting process. [Diagram 53] 13 is a flowchart illustrating an example of a procedure for limiter clear confirmation flag OFF setting processing. [Figure 54] 13 is a flowchart showing an example of a procedure for determining whether or not a time-saving limiter count is reset; [Figure 55] 13 is a flowchart showing an example of the procedure for determining whether a normal power abnormality has occurred. [Figure 56] FIG. 13 is a diagram showing the operating pattern of a normal electric device. [Figure 57] FIG. 13 is a diagram illustrating the game flow of the first game specification. [Figure 58] FIG. 13 is a diagram illustrating the game flow of the second game specification. [Figure 59] 13 is a sequence diagram showing an example of a presentation image corresponding to the varying and stopping display of special symbols (1 / 2). FIG. [Figure 60] 13 is a sequence diagram showing examples of presentation images corresponding to the varying and stopping display of special symbols (2 / 2). FIG. [Figure 61] This is a continuous diagram showing the flow of reach effects that are executed when a jackpot is hit (1 / 3). [Figure 62] This is a continuous diagram (2 / 3) showing the flow of reach effects that are executed when a jackpot is hit. [Figure 63] This is a continuous diagram showing the flow of reach effects that are executed when a jackpot is hit (3 / 3). [Figure 64] This is a continuous diagram (1 / 3) partially showing an example of a big win performance that is executed during a big win game. [Figure 65] This is a continuous diagram (2 / 3) partially showing an example of a big win performance that is executed during a big win game. [Figure 66] FIG. 3 is a sequential diagram partially illustrating an example of a big win performance executed during a big win game (3 / 3). [Figure 67] A figure showing an example of an error presentation executed when a normal power abnormal winning error occurs. [Figure 68] 13 is a flowchart showing an example of a procedure for performance control processing. [Figure 69] 13 is a flowchart showing an example of the procedure for operating memory performance management processing. [Figure 70] 13 is a flowchart showing an example of a procedure for processing performance pattern management. [Figure 71] 13 is a flowchart showing an example of the procedure for pre-processing of the performance pattern change. [Figure 72]13 is a flowchart showing an example of a procedure for drum unit performance management processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0036] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine (hereinafter, abbreviated as "pachinko machine") 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses gaming balls as a gaming medium, and a player borrows gaming balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each gaming ball is a medium having a gaming value, and the privilege (profit) that the player enjoys as a result of playing can be converted into a gaming value based on, for example, the number of gaming balls that the player has acquired. The overall configuration of the gaming machine will be described below with reference to FIG. 1 and FIG. 2.
[0037] [Overall configuration of the gaming machine] The main body of the pachinko machine 1 mainly comprises an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the very front. The inner frame assembly 7 is located on the rear side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.
[0038] The outer frame unit 2 is a structure made by combining wood and metal materials into a vertically long rectangle, and this outer frame unit 2 is fixed to an island facility (not shown) in the playground using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used for the sections corresponding to the top and bottom short sides, and metal is used for the sections corresponding to the left and right long sides.
[0039] The integrated door unit 4 has a structure in which the tray unit 6 is integrated at its lower position. The integrated door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.
[0040] A unified lock unit 9 is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Fig. 1 (the left edge in Fig. 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Fig. 1, when the integrated door unit 4 and the inner frame assembly 7 are closed relative to the outer frame unit 2, the unified lock unit 9 on the back side, together with the locking device, disables the opening of the integrated door unit 4 and the inner frame assembly 7.
[0041] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an arcade manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 9 is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.
[0042] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, and in this state the manager of the game center can remove any obstacles such as balls getting stuck on the board. Also, when the integrated door unit 4 is opened, the receiving tray unit 6 is also opened to the front.
[0043] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a game unit. The game board unit 8 is supported by the above-mentioned inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front side. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (without reference number) is attached inside this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to match the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting tool (not shown). A game area 8a (board surface) is formed on the front side of the game board unit 8, and this game area 8a can be viewed by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow down.
[0044] The receiving tray unit 6 has a shape that protrudes from the integral door unit 4 to the front side as a whole, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) lent to the player and game balls (prize balls) acquired by winning. In addition, the receiving tray unit 6 has a lower tray 6c formed at a lower position of the upper tray 6b. This lower tray 6c stores game balls that are further paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a so-called CR machine (a model that connects to a CR unit), and game balls borrowed by the player are paid out to the receiving tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side separately from prize balls.
[0045] A loan operation unit 14 is provided on the upper surface of the tray unit 6, and a ball loan button 10 and a return button 12 are arranged on the loan operation unit 14. When a player operates the ball loan button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a CR unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined degree unit (e.g., 5 degrees) are loaned. For this reason, a degree display unit (not shown) is arranged on the upper surface of the loan operation unit 14, and the remaining degree of the valuable medium inserted into the CR unit is displayed on this degree display unit. Note that a player can receive the return of the valuable medium with remaining degree by operating the return button 12. Although a CR machine is given as an example in this embodiment, the pachinko machine 1 may be a cash machine (a model not connected to a CR unit) separate from the CR machine.
[0046] In addition, on the top surface of the tray unit 6, an upper tray ball removal button 6d is provided in front of the upper tray 6b at the upper position, and a lower tray ball removal lever 6e is provided in front of the lower tray 6c in the center. The player can make the game balls stored in the upper tray 6b flow down to the lower tray 6c by, for example, pressing the upper tray ball removal button 6d. In addition, the player can make the game balls stored in the lower tray 6c fall downward and be discharged by, for example, sliding the lower tray ball removal lever 6e to the left. The discharged game balls are received, for example, in a ball receiving box (not shown).
[0047] A grip unit 16 is installed at the lower right of the tray unit 6. A player can operate the launch control board set 174 by operating this grip unit 16, and launch (throw) a game ball toward the play area 8a (ball launching device). The launched game ball rises from the lower edge of the play board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 8a. A large number of obstacle nails and windmills (no reference numbers in the figure) are arranged in the play area 8a, and the thrown game ball flows down the play area 8a while being guided and guided by the obstacle nails and windmills. The configuration of the play area 8a (board surface) will be described further below with reference to another drawing.
[0048] [Frame front configuration] The integrated door unit 4 is provided with a left top lens unit 47 and an upper right lighting unit 49 as components for the performance. The left top lens unit 47 incorporates a glass frame top lamp 46 and a left side glass frame decorative lamp 48, and the upper right lighting unit 49 incorporates a right side glass frame decorative lamp 50. In addition, the integrated door unit 4 is provided with left and right glass frame decorative lamps 52 that are connected to the lower parts of the left top lens unit 47 and the upper right lighting unit 49, respectively, and these glass frame decorative lamps 52 extend from the left and right edges of the integrated door unit 4 to the front part of the receiving tray unit 6. In the integrated door unit 4, the glass frame top lamp 46 and the left and right glass frame decorative lamps 48, 50, 52, etc. are arranged to surround the glass unit (no reference number).
[0049] The various lamps 46, 48, 50, 52 described above perform effects, for example, by emitting light (lighting or blinking, changing brightness gradations, changing color tones, etc.) from built-in LEDs. Furthermore, at the top of the integrated door unit 4, glass-frame speakers 54, 55 are respectively built into the left top lens unit 47 and the upper right illumination unit 49. Meanwhile, an outer frame speaker 56 is built into the lower left position of the outer frame unit 2. These speakers 54, 55, 56 perform effects by outputting sound effects, background music, voices, etc. (general sound).
[0050] In addition, in the center of the receiving tray unit 6, a performance switching button 45 (operation input receiving means) is installed in front of the upper tray 6b. The performance switching button 45 is, for example, a combination of a push-type circular button and a rotating jog ring (jog dial) around it. By pressing or rotating this performance switching button 45, the player can switch the performance content (for example, the background screen displayed on the liquid crystal display 42), or generate some kind of performance (pre-notice performance, probability change promotion performance, promotion performance during a big win, etc.) during the fluctuation of the pattern or during a big win game.
[0051] [Back side configuration] As shown in Fig. 2, the back side of the pachinko machine 1 is provided with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is provided with various electronic devices (including a control computer, not shown) that constitute the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring, etc., not shown. The electronic devices will be described further below based on another block diagram (Fig. 9).
[0052] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the receiving tray unit 6 on the front side.
[0053] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic equipment (e.g., a data display device, a hall computer, etc.), and various external information signals indicating the game progress status and maintenance status of the pachinko machine 1 (e.g., winning ball information, door opening information, number of pattern determination information, jackpot information, starting hole information, etc.) are output from this external terminal board 160 to the external electronic equipment.
[0054] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in an island facility of an amusement arcade, for example, to secure the power source (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island facility, to secure the earth (ground) of the pachinko machine 1.
[0055] [Board configuration] FIG. 3 is a front view showing the game board unit 8 alone. In the game area 8a, a relatively large performance unit 40 is arranged at the center, and the game area 8a is largely divided into a left part, a right part, and a lower part with this performance unit 40 as the center. In addition, in the game area 8a, a middle start winning hole 26, a start gate 20, normal winning holes 22, 25, a variable start winning device 28, a first variable winning device 30, a second variable winning device 31, etc. are distributed and installed around the performance unit 40. Of these, the middle start winning hole 26 is located in the center of the lower part of the game area 8a. In the right part (so-called right-hitting area) of the game area 8a, the start gate 20, the normal winning hole 25, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are arranged in this order from the top.
[0056] A game ball thrown into the game area 8a may pass through the start gate 20 during its flow, enter (win) the middle start winning opening 26 or the normal winning openings 22 and 25, or enter the variable start winning device 28 when activated, the first variable winning device 30 when opening, or the second variable winning device 31 when opening. Here, a game ball flowing down the left side area of the game area 8a may enter the middle start winning opening 26 or the normal winning opening 22. A game ball flowing down the right side area of the game area 8a may pass through the start gate 20, enter the normal winning opening 25, enter the variable start winning device 28 when activated, enter the first variable winning device 30 when opening, or enter the second variable winning device 31 when opening. Game balls that enter the medium start winning port 26, the normal winning ports 22, 25, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are collected to the back side of the game board unit 8 through through holes formed in the game board (the plywood material, transparent board, etc. that constitutes the game board unit 8).
[0057] In this embodiment, the variable start winning device 28 operates when a predetermined operating condition is met (when the normal symbol is stopped and displayed in a winning state), and accordingly allows the ball to enter the right start winning hole 28b (normal electric device). The variable start winning device 28 has, for example, one opening and closing member 28a, and is a device in which the opening and closing member 28a slides forward on the board surface (bridge-type electric device). The opening and closing member 28a reciprocates in the front and rear directions relative to the board surface, for example, by the action of a link mechanism using a solenoid (not shown). The opening and closing member 28a is in a non-operating position in a state where it is retracted inside the board surface, and at this time, the game ball cannot roll on the upper surface of the opening and closing member 28a, so it is difficult for the ball to enter the right start winning hole 28b. On the other hand, when the variable start winning device 28 is activated, the opening and closing member 28a protrudes from the board surface toward the player, and the opening and closing member 28a acts as a bridge, allowing the game ball to enter the right start winning hole 28b. During this time, the variable start winning device 28 is in a state where it is not difficult for the game ball to flow in, and an event of the ball entering the right start winning hole 28b can occur. Although the variable start winning device 28 has been described as an example of a bridge-type device, it may be a tulip-type device in which the opening and closing member opens and closes to the left and right, or may be a type of device in which a sliding member drops the game ball and causes it to enter the right start winning hole at the destination where it has fallen. In the time-saving state, the variable start winning device 28 opens for a longer time or more times than in the non-time-saving state.
[0058] The first variable winning device 30 operates when a specified condition is met (when a special symbol is stopped and displayed in a big win mode, or when a game ball passes through a specific area during a small win game), and allows a ball to enter the first large winning hole 30b (special electric device, special winning event generating means). The first variable winning device 30 has, for example, one opening and closing member 30a. This opening and closing member 30a is displaced from a closed position to an open position by the action of a link mechanism using, for example, a solenoid (not shown). As shown in the figure, the opening and closing member 30a is in a closed position (closed state) with the tip facing up, and at this time it is difficult for a ball to enter the first large winning hole 30b (the first large winning hole 30b is blocked). When the first variable winning device 30 operates, the opening and closing member 30a is displaced by tilting to the right using its lower end edge portion as a hinge, and opens the first large winning hole 30b (open state). During this time, the first variable winning device 30 is in a state where game balls can flow in, and an event of a ball entering the first large winning opening 30b can occur. At this time, the opening and closing member 30a also functions as a member that guides the flow of game balls into the first large winning opening 30b. The arrangement of the obstacle nails installed on the game board unit 8 is basically in a form that does not excessively impede the flow of game balls toward the first variable winning device 30 (first large winning opening 30b when activated), but it does not necessarily mean that the game ball will enter the first variable winning device 30 when activated, and ball entries occur randomly.
[0059] The second variable winning device 31 operates when a special condition is met (when the special symbol is stopped and displayed in a small winning mode) and enables the ball to enter the second large winning hole 31b (special electric device, second special winning event generating means). The second variable winning device 31 may also operate when the special symbol is stopped and displayed in a big winning mode.
[0060] The second variable winning device 31 is a device arranged on the right side of the performance unit 40, and has, for example, one opening and closing member 31a. The first variable winning device 30 described above employs a device in which the opening and closing member 30a falls to the right (a single-winged tulip-type attacca), while the second variable winning device 31 employs a device in which the opening and closing member 31a slides inside the board (a sliding-type attacca). The opening and closing member 31a reciprocates back and forth relative to the board, for example, by the action of a link mechanism using a solenoid (not shown). The opening and closing member 31a is in a closed position (closed state) protruding from the board toward the player, and at this time, the game ball rolls on the upper surface of the opening and closing member 31a, making it difficult for the ball to enter the second large winning hole 31b (the second large winning hole 31b is blocked). When the second variable winning device 31 is activated, the opening and closing member 31a is drawn into the inside of the board, opening the second large winning hole 31b (open state). During this time, the second variable winning device 31 is in a state in which it is not difficult for game balls to enter, and an event of a ball entering the second large winning hole 31b can occur.
[0061] [Specific area] In addition, a specific area 31x is provided inside the second variable winning device 31. The specific area 31x is an area through which the game ball has difficulty passing when the second variable winning device 31 is in a closed state, and is an area through which the game ball can pass when the second variable winning device 31 is in an open state and the specific area slide member 31c is retracted into the inside of the board. The second variable winning device 31 will be described in detail later.
[0062] Although not shown, the second variable winning device 31 (opening / closing member 31a) may be provided with a ball rolling speed reducing section that reduces the speed at which the ball rolls. The ball rolling speed reducing section can be achieved by making the opening / closing member 31a more gently inclined or by forming alternately protruding projections at the position on the opening / closing member 31a through which the ball passes, to make the ball move in a zigzag pattern. This allows many balls to enter the second variable winning device 31 during a small win game.
[0063] In addition, an outlet 32 is formed in the game area 8a, and game balls that do not win are finally collected to the back side of the game board unit 8 through the outlet 32. In addition, all game balls shot into the game area 8a, including game balls that have entered the middle start winning port 26, the normal winning ports 22, 25, the variable start winning device 28 (right start winning port 28b), the first variable winning device 30 (first large winning port 30b), and the second variable winning device 31 (second large winning port 31b, specific area), are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further merge with the supply path of the island equipment (not shown).
[0064] 4 and 5 are diagrams showing the second variable winning device 31 in detail. The second variable winning device 31 has a second large winning opening 31b disposed below a sliding opening / closing member 31a. The inside of the second large winning opening 31b slopes downward to the left, and a passageway extends downward from the left end. A second count switch 85 is disposed in the passageway extending downward, and the second count switch 85 counts the number of game balls that enter the second variable winning device 31.
[0065] The passage that extends downward then splits into two routes: one, a first passage 31d, continues downward, and the other, a second passage 31e, branches off to the left. A specific area slide member 31c is disposed in the first passage 31d, and a specific area 31x is disposed downstream of the first passage 31d. A specific area switch (not shown) is disposed inside the specific area 31x. On the other hand, no special member is disposed in the second passage 31e, and a discharge hole 31y is disposed downstream of the second passage 31e.
[0066] The specific area slide member 31c operates when a special condition is met (between the time after the first time has elapsed and the time before the second time has elapsed since the second variable winning device 31 was activated), and allows the game ball to pass through to the specific area 31x. The specific area slide member 31c slides along the front-to-back direction of the board surface, for example, by the action of a link mechanism using a specific area solenoid (not shown). For example, the first time may be 5.0 seconds after the second variable winning device 31 is activated, and the second time may be 10.0 seconds after the second variable winning device 31 is activated.
[0067] When the specific area solenoid is in the OFF state, the specific area slide member 31c blocks the first passage 31d, making it difficult for the game ball to pass through the specific area 31x. On the other hand, when the specific area solenoid is in the ON state, the specific area slide member 31c is pulled inward of the board surface, making it easier for the game ball to pass through the specific area 31x.
[0068] Next, the operation of the second variable winning device 31 will be described. As shown in Fig. 4(A), the sliding opening / closing member 31a is retracted to the inside of the board, and the game ball has entered the second large winning hole 31b. In the illustrated example, four game balls are moving toward the second large winning hole 31b. Here, the first game ball is about to be detected by the second count switch 85.
[0069] As shown in FIG. 4B, the first game ball has reached the specific area slide member 31c. The second and third game balls are moving toward the second count switch 85. The fourth game ball is about to enter the second big winning hole 31b.
[0070] As shown in Fig. 4C, at this time, since the specific area slide member 31c is not pulled inward (is not in operation), the first game ball is changed in its moving direction to the left by the specific area slide member 31c and moves along the second passage 31e. In this case, the first game ball is collected by the discharge hole 31y.
[0071] As shown in FIG. 5(D), the specific area slide member 31c is assumed to be pulled into the inside of the board surface at this point (in operation). In this case, the second game ball passes through the front side of the specific area slide member 31c and advances to the first passage 31d. Then, the second game ball passes through the specific area 31x and is detected by the specific area switch.
[0072] 5(E), the third game ball also passes through the front side of the specific area slide member 31c and proceeds to the first passage 31d. In this case, the third game ball passes through the specific area 31x and is detected by the specific area switch.
[0073] As shown in FIG. 5(F), at this point, the operation of the specific area slide member 31c is completed, and the specific area slide member 31c protrudes to the front side of the board surface. In this case, the fourth game ball is guided to the left by the specific area slide member 31c and proceeds to the second passage 31e. Then, the fourth game ball is collected by the discharge hole 31y.
[0074] 6 and 7 are diagrams showing the variable start winning device 28 in detail. The variable start winning device 28 is equipped with a sliding opening / closing member 28a and a right start winning port 28b located at the lower left of the opening / closing member 28a. An upstream passage 28c is located upstream of the opening / closing member 28a, and a downstream passage 28d is located downstream of the opening / closing member 28a, and the whole is inclined downward to the left. The right start winning port 28b is located at the left end of the downstream passage 28d. A right start winning port switch (not shown) is located inside the right start winning port 28b.
[0075] When the normal electric accessory solenoid is in the OFF state, the opening and closing member 28a is pulled into the inside of the board, making it difficult for the game ball to enter the right start winning hole 28b. On the other hand, when the normal electric accessory solenoid is in the ON state, the opening and closing member 28a protrudes from the board toward the player, making it easy for the game ball to roll in the upstream passage 28c, the opening and closing member 28a, and the downstream passage 28d in that order and enter the right start winning hole 28b.
[0076] Next, the operation of the variable start winning device 28 will be described. As shown in FIG. 6(A), the gaming ball is rolling in the upstream passage 28c. As shown in Fig. 6B, at this point, the opening and closing member 28a is retracted inside the board surface (not in operation). In this case, the game ball passes through the front side of the opening and closing member 28a and falls downward. As shown in FIG. 6(C), the gaming ball that passes through the front side of the opening / closing member 28a does not enter the right start winning hole 28b.
[0077] As shown in FIG. 7(D), the gaming ball is rolling in the upstream passage 28c. As shown in Fig. 7(E), at this point, the opening and closing member 28a is in a state of protruding from the board surface toward the player (in operation). In this case, the game ball passes over the opening and closing member 28a and heads toward the downstream passage 28d. As shown in FIG. 7(F), the gaming ball that reaches the downstream passage 28d then enters the right start winning hole 28b.
[0078] FIG. 8 is an enlarged front view showing a part of the game board unit 8 (the lower left position within the window 4a). The game board unit 8 is provided with, for example, a normal pattern display device 33 (normal pattern display means) and a normal pattern operation memory lamp 33a in the lower right position within the window 4a, as well as a first special pattern display device 34 (first pattern display means, pattern display means), a second special pattern display device 35 (second pattern display means, pattern display means), a first special pattern operation memory lamp 34a, a second special pattern operation memory lamp 35a and a game status display device 38.
[0079] Among these, the normal pattern display device 33, for example, alternately lights two lamps (LEDs) to display the normal pattern in a variable manner, and displays the normal pattern by turning on or off the lamps. The normal pattern operation memory lamp 33a displays the number of memories, for example, 0 to 4, by a combination of turning off, turning on, and blinking the two lamps (LEDs). For example, in a display mode in which both lamps are turned off, the number of memories is displayed as 0, in a display mode in which one lamp is turned on, the number of memories is displayed as 1, in a display mode in which the same one lamp is blinked, the number of memories is displayed as 2, in a display mode in which one lamp is blinked and another lamp is turned on, the number of memories is displayed as 3, and in a display mode in which both lamps are blinked, the number of memories is displayed as 4. Note that, although two lamps (LEDs) are used here, the normal pattern operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the number of operation memories can be displayed by the number of lamps that are lit.
[0080] Each time the game ball passes through the start gate 20, the normal symbol operation memory lamp 33a increases by one (up to a maximum of four) to remember that a pass has occurred, which triggers the operation lottery, and decreases by one each time the normal symbol starts to change due to the pass. In this embodiment, if the normal symbol operation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the game ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passes in which the normal symbol has not yet started to change at that point in time.
[0081] In addition, the first special symbol display device 34 and the second special symbol display device 35 can display the changing state and the stopped state of the special symbol by, for example, a 7-segment LED (with dots) (symbol display means, first symbol display means, second symbol display means). In addition, the first special symbol display device 34 and the second special symbol display device 35 may be in the form of a geometric (for example, circular) arrangement of a plurality of dot LEDs.
[0082] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, turning on, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is turned on displays a memory number of 1, a display mode in which the same one lamp is blinking displays a memory number of 2, a display mode in which one lamp is blinking and another lamp is turned on displays a memory number of 3, and a display mode in which both lamps are blinking displays a memory number of 4, and so on.
[0083] The first special symbol operation memory lamp 34a changes to a display mode after increasing by one (up to a maximum of four) each time a game ball enters the middle start winning hole 26 in order to remember that a ball has entered, and changes to a display mode after decreasing by one each time the special symbol starts to vary with the ball entering. The second special symbol operation memory lamp 35a changes to a display mode after increasing by one (up to a maximum of four) each time a game ball enters the variable start winning device 28 (right start winning hole 28b) in order to remember that a ball has entered, and changes to a display mode after decreasing by one each time the special symbol starts to vary with the ball entering. In this embodiment, when the first special symbol operation memory lamp 34a is not lit (the number of memories is 0), the display mode does not change even if a game ball enters the middle start winning hole 26 when the first special symbol (first symbol) is already in a state where it can start to vary (when the stop display is displayed). In addition, when the second special symbol operation memory lamp 35a is not lit (the number of memories is 0), the display state does not change even if a game ball enters the variable start winning device 28 (right start winning hole 28b) when the second special symbol (second symbol) is already in a state where it can start to change (when the display is stopped). In other words, the number of memories (maximum 4) represented by the display state of each special symbol operation memory lamp 34a, 35a represents the number of balls that have not yet started to change the first special symbol or the second special symbol at that point in time.
[0084] The game status display device 38 includes six LEDs corresponding to, for example, the big win type display lamps 38a and 38b, the time-saving state display lamp 38e, and the launch position designation display lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, and the game status display device 38 are mounted on a single integrated display board 89 and attached to the game board unit 8.
[0085] [Other configurations of the game board: see Figure 3] The performance unit 40 has an upper edge 40a which functions as a guide member for changing the direction of the game ball flow, and is provided with various decorative parts 40b, 40c on the inside. The decorative parts 40b, 40c enhance the decorativeness of the game board unit 8 with their three-dimensional shape, and can perform a dramatic action by emitting transmitted light from a built-in light-emitting device (such as an LED). In addition, a liquid crystal display 42 (image display) is installed on the upper inside of the performance unit 40, and various performance images are displayed on the liquid crystal display 42, including a performance pattern (main pattern) corresponding to a special pattern, a fourth pattern, and a memory marker (reserved display). In this way, the game board unit 8 impresses the player with the characteristics of the pachinko machine 1 based on the configuration of the board surface (the design of the cell plate, not shown) and the decorativeness of the performance unit 40.
[0086] In addition, a drum unit 200 is installed at the bottom inside of the performance unit 40. Drum unit 200 includes left reel 201, center reel 202, and right reel 203, and each reel displays a pseudo-effect symbol (such as a 7 symbol, a panda symbol, or a cherry symbol). For example, when the same color 7 symbol is displayed on the middle line, which is the active line, it indicates that a jackpot has been obtained in the special symbol lottery. Each reel of drum unit 200 is a movable body that can move at multiple moving speeds.
[0087] In addition, a ball guide passage 40d is formed on the left edge of the performance unit 40. The ball guide passage 40d passes through the back side of the performance unit 40 and is connected to the rolling stage 40e below. The ball guide passage 40d opens diagonally upward to the left in the game area 8a, and when the game balls flowing down in the game area 8a randomly flow into the ball guide passage 40d, they pass through the inside and are released onto the rolling stage 40e. The upper surface of the rolling stage 40e has a smoothly curved surface, and here the game balls can freely roll in the left and right directions. The game balls that roll on the rolling stage 40e eventually flow down into the game area 8a below. A ball release path 40k is formed in the center position of the rolling stage 40e, and the game balls guided from the rolling stage 40e to the ball release path 40k tend to flow into the middle start winning hole 26 located directly below it.
[0088] Additionally, inside the upper center of the performance unit 40, a movable body 40f for performance (e.g., a heart-shaped ornament) and a driving source (e.g., a motor, solenoid, etc.) (not shown) are attached. The movable body 40f for performance can execute performances involving the movement of tangible objects in addition to performances using images on the liquid crystal display 42 and performances using light emitters. Performances using such movable body 40f can exert a different appeal than performances using two-dimensional images.
[0089] [Control configuration] Next, the configuration relating to the control of the pachinko machine 1 will be described. Fig. 9 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer, main control means, main control CPU) which is the center of control operations, and this main control device 70 mainly has the function of controlling the progress of the game in the pachinko machine 1. The main control device 70 is built into the main control board unit 170 described above.
[0090] The main control device 70 is also equipped with a circuit board (main control board) on which the main control CPU 72, which is a central processing unit, is mounted, and the main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and a register (not shown). The main control device 70 is also equipped with a random number generator 75 and a sampling circuit 77. Of these, the random number generator 75 generates hardware random numbers (for example, 0 to 65535 in decimal notation) for determining whether or not a special symbol lottery is a big win and for determining whether or not a normal symbol lottery is a win, and the random numbers generated here are input to the main control CPU 72 through the sampling circuit 77. In addition, the main control device 70 is equipped with an input / output (I / O) port 79 and peripheral ICs such as a clock generating circuit and a counter / timer circuit (CTC) (not shown), which are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, and the like are formed as wiring patterns on the circuit board (or on the inner layer portion).
[0091] The start gate 20 is integrally provided with a gate switch 78 for detecting the passage of a game ball. The game board unit 8 is also equipped with a middle start winning port switch 80, a right start winning port switch 82, a first count switch 84, and a second count switch 85 corresponding to the middle start winning port 26, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively. The start winning port switches 80 and 82 are for detecting the winning of a game ball into the start winning port 26 and the variable start winning device 28 (right start winning port 28b). The count switch 84 is for detecting the winning of a game ball into the first variable winning device 30 (first large winning port 30b) and counting the number of winning balls. The second count switch 85 is for detecting the winning of a game ball into the second variable winning device 31 (second large winning port 31b) and counting the number of winning balls.
[0092] In addition, a specific area switch 83 is provided corresponding to the specific area 31x. The specific area switch 83 is provided at a position corresponding to the specific area 31x inside the second large winning port 31b, and the specific area switch 83 detects that the game ball has passed through the specific area 31x.
[0093] Similarly, the game board unit 8 is equipped with a prize opening switch 86 that detects the entry of game balls into the normal prize openings 22, 25. Note that, although a configuration in which a common prize opening switch 86 is used for all normal prize openings 22, 25 is given as an example here, for example, separate prize opening switches 86 may be provided on the left and right sides of the board, with the left prize opening switch 86 detecting the entry of game balls into the normal prize openings 22, 25 located on the left side of the board, and the right prize opening switch 86 detecting the entry of game balls into the normal prize opening 25 located on the right side of the board.
[0094] In any case, the winning detection signals and passing detection signals of these switches 80, 82, 83, 84, 85, 86 are input to the main control CPU 72 via an input / output driver (not shown). Due to the configuration of the game board unit 8, in this embodiment, the winning detection signals and passing detection signals from the gate switch 78, the specific area switch 83, the count switch 84, and the winning port switch 86 are transmitted via a panel relay terminal board 87, and the panel relay terminal board 87 is provided with wiring patterns, connection terminals, etc. for relaying the respective winning detection signals.
[0095] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are controlled in display operation based on a control signal from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting state of each LED. In addition, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are installed in the game board unit 8 in a state where they are mounted on one integrated display board 89 as described above, and a control signal is transmitted from the main control CPU 72 to this integrated display board 89 via the above-mentioned panel relay terminal board 87.
[0096] In addition, the game board unit 8 is provided with a normal electric accessory solenoid 88, a first large prize opening solenoid 90, a second large prize opening solenoid 97, and a specific area solenoid 99, which correspond to the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, and the specific area 31x, respectively. These solenoids 88, 90, 97, and 99 operate (excite) based on control signals from the main control CPU 72, and open and close the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, and the specific area 31x, respectively. Note that control signals are also transmitted from the main control CPU 72 to these solenoids 88, 90, 97, and 99 via the panel relay terminal board 87.
[0097] In addition, a glass frame opening switch 91 is provided on the integrated door unit 4, and a plastic frame opening switch 93 is provided on the inner frame assembly 7. When the integrated door unit 4 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is opened from the outer frame unit 2, a contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the integrated door unit 4 and the inner frame assembly 7, it generates a door open information signal as the above-mentioned external information signal.
[0098] A payout control device 92 (special bonus granting means) is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is equipped with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as the above-mentioned external information signal together with the prize ball instruction command.
[0099] A payout motor 102 (e.g., a stepping motor) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on the payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the designated number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray unit 6 through a payout flow path in the flow path unit 173.
[0100] In addition, for example, a payout path ball out switch 104 is installed at the upstream position of the prize ball case, and a payout counting switch 106 is installed at the downstream position of the payout motor 102. Whenever a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. In addition, when a ball out occurs at the upstream position of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.
[0101] In addition, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear position when viewed from the front of the pachinko machine 1). The prize balls (game balls) that are actually dispensed are discharged to the upper tray 6b through the above-mentioned flow path unit 173, but when the upper tray 6b is filled with game balls, the game balls dispensed beyond that flow into the lower tray 6c as described above. When the lower tray 6c is further filled with game balls, the full tank switch 161 is turned ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, even if the payout control CPU 94 receives a prize ball instruction command from the main control CPU 72, it temporarily suspends any further prize ball operation, and stores the number of remaining prize balls that have not been paid out in the RAM 98. The memory in the RAM 98 can be backed up even when the power is turned off, so that the information on the number of remaining prize balls that have not been paid out will not be lost even if a power outage (including a momentary power outage) occurs during a game.
[0102] In addition, a launch solenoid 110 is installed together with a launch control board 108 on the back side of the pachinko machine 1. In addition, a ball feed solenoid 111 is provided in the receiving tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the above-mentioned launch control board set 174, and among them, the launch control board 108 is provided with a drive circuit for the launch solenoid 110 and the ball feed solenoid 111. Among them, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the receiving tray unit 6 one by one to a predetermined launch position in the launcher case. In addition, the launch solenoid 110 strikes the game balls sent out to the launch position, and performs an operation of continuously (intermittently) shooting out the game balls one by one toward the game area 8a as described above. The launch interval of the game balls is, for example, about 0.6 seconds (within 100 balls per minute).
[0103] Meanwhile, the grip unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the grip unit 16 (firing handle) from a change in capacitance, and outputs a detection signal. And the firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.
[0104] A launch relay terminal board 118 is installed in the above-mentioned receiving tray unit 6, and each signal from the launch lever volume 112, the touch sensor 114, and the launch stop switch 116 is transmitted to the launch control board 108 via the launch relay terminal board 118. In addition, the drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When the player operates the launch handle, the launch lever volume 112 generates an analog signal (which may be an encoded digital signal) according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength of the game ball to be shot according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a gaming ball etc. lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if the above-mentioned CR unit is not connected to this gaming ball etc. lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.
[0105] The tray unit 6 also has a built-in point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a display (three-digit seven-segment LED) for the point display section. The lending and return switch board 123 is also equipped with a switch module connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, the operation signal is transmitted from the lending and return switch board 123 to the CR unit via the game ball lending device connection terminal board 120. The CR unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the game ball lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the display based on the point signal and displays the remaining points of the valuable medium as a numerical value. In addition, if no valuable medium has been inserted into the CR unit, or if the remaining points of the inserted valuable medium become zero, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).
[0106] The pachinko machine 1 also includes a performance control device 124 (performance control computer) as a control configuration. This performance control device 124 controls the performance associated with the progress of the game in the pachinko machine 1. The performance control device 124 is also equipped with a circuit board (composite sub-control board) on which a performance control CPU 126, which is a central processing unit, is mounted. The performance control CPU 126 includes a CPU core (not shown) and semiconductor memories such as ROM 128 and RAM 130 as main memories. The performance control device 124 is provided at the rear of the pachinko machine 1 in a position covered by the rear cover unit 178.
[0107] The performance control device 124 is also equipped with input / output drivers and various peripheral ICs (not shown), as well as a lamp drive circuit 132 and an audio drive circuit 134. The performance control CPU 126 controls the performance based on performance commands sent from the main control CPU 72, and issues commands to the lamp drive circuit 132 and the audio drive circuit 134 to light up the various lamps 46 to 52 and the panel lamp 53, and to actually output sound effects, voices, and the like from the speakers 54, 55, and 56.
[0108] The performance control device 124 and the main control device 70 are connected to each other, for example, via a communication harness (not shown). However, communication between them is only one-way, from the main control device 70 to the performance control device 124, and communication in the opposite direction is not performed. Note that the communication harness may adopt a parallel format according to the bus width of the various commands sent from the main control device 70 to the performance control device 124, or a serial format may be used according to the hardware configuration of each driver IC (I / O).
[0109] The lamp driving circuit 132 includes switching elements such as a PWM (pulse width modulation) IC and a MOSFET (not shown), and the lamp driving circuit 132 switches (or switches the duty) the driving voltage applied to various lamps including LEDs to manage their light emission, blinking, and other operations. The various lamps include the glass frame top lamp 46 and the glass frame decorative lamps 48, 50, and 52, as well as a board lamp 53 for decoration and performance installed in the game board unit 8. The board lamp 53 corresponds to the LED built into the performance unit, the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, and the like. Here, an example is given in which the glass frame decorative lamp 52 is connected to the glass frame illumination board 136, but a configuration in which a saucer illumination board is installed in the saucer unit 6 and the glass frame decorative lamp 52 is connected to the lamp driving circuit 132 via the saucer illumination board may also be used.
[0110] The audio driving circuit 134 is a sound generator incorporating, for example, a sound ROM, an audio control IC, an amplifier, etc. (not shown), and this audio driving circuit 134 drives the glass frame speakers 54, 55 and the outer frame speaker 56 to output audio.
[0111] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the integrated door unit 4, and the driving signals from the lamp driving circuit 132 and the sound driving circuit 134 are applied to the various lamps 46 to 52 and the speakers 54, 55, and 56 via the glass frame illumination board 136. In addition, the above-mentioned performance switching button 45 is connected to the glass frame illumination board 136, and when the player operates the performance switching button 45, the contact signal is input to the performance control device 124 through the glass frame illumination board 136. Note that, although an example in which the performance switching button 45 is connected to the glass frame illumination board 136 is given here, when the above-mentioned receiving plate illumination board is installed, the performance switching button 45 may be connected to the receiving plate illumination board. In addition, a panel illumination board 138 is installed in the game board unit 8, and a movable body motor 57 is connected to this panel illumination board 138 in addition to the board lamp 53. The movable body motor 57 drives the above-mentioned movable body 40f, for example, via a link mechanism not shown. A drive signal from the lamp drive circuit 132 is applied to the panel lamp 53 and the movable body motor 57 via a panel illumination board 138. The movable body motor 57 may be a solenoid.
[0112] [Drum unit] In addition, a drum unit 200 is connected to the performance control device 124. The drum unit 200 includes a left reel 201, a center reel 202, and a right reel 203 arranged coaxially. The left reel 201, the center reel 202, and the right reel 203 are each formed in a circular shape, and a reel band on which a plurality of pseudo performance symbols are arranged at intervals is wound around the periphery. The left reel 201, the center reel 202, and the right reel 203 each have a rotation axis at their center, and can be rotated or reversed around the rotation axis.
[0113] Drum unit 200 is also provided with stepping motors (hereinafter sometimes simply referred to as motors) (not shown) corresponding to each reel, and position detection mechanisms (not shown) corresponding to each reel. The position detection mechanisms may be disposed inside or outside the stepping motors. The position detection mechanisms may be configured, for example, with a light shielding plate and a photosensor.
[0114] The stepping motor is driven by a drum unit control device (driver, IC) (not shown) that controls the drum unit 200. The drum unit control device drives each reel in response to movable body data transmitted from the performance control device 124. In addition, the drum unit control device transmits a detection signal to the performance control device 124 in response to detection of the position (e.g., origin position) of each reel detected by the position detection mechanism.
[0115] Then, the performance control device 124 generates movable body data to be sent to the stepping motors corresponding to each reel based on the detection signals sent from the drum unit control device, and controls the operation of each reel.
[0116] A stepping motor is a motor that drives each reel (movable body) by alternately repeating one-phase excitation and two-phase excitation (1-2 phase excitation drive), and includes four coils (coil 1 to coil 4).
[0117] The liquid crystal display 42 is installed on the back side of the game board unit 8, and the display screen can be seen through a substantially rectangular opening formed in the game board unit 8. An inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates AC power to be applied to the backlight (for example, a cold cathode fluorescent lamp) of the liquid crystal display 42. A performance display control device 144 is installed on the back side of the game board unit 8, and the display operation by the liquid crystal display 42 is controlled by the performance display control device 144. The performance display control device 144 is equipped with a circuit board (performance display control board) on which a display processor VDP 152 is mounted, together with a display control CPU 146 which is a general-purpose central processing unit. Of these, the display control CPU 146 is configured as an LSI in which semiconductor memories such as ROM 148 and RAM 150 are integrated with a CPU core (not shown). The VDP 152 is configured as an LSI in which semiconductor memories such as image ROM 154 and VRAM 156 are integrated with a processor core (not shown). It should be noted that the VRAM 156 can use a part of its storage area as a frame buffer.
[0118] A basic program for controlling the performance is stored in ROM 128 of the performance control CPU 126, and the performance control CPU 126 executes the control of the performance in accordance with this program. The control of the performance includes the control of the performance using the various lamps 46-53 and the speakers 54, 55, 56 as described above, as well as the control of the performance by image display using the liquid crystal display 42. The performance control CPU 126 transmits basic information regarding the performance (for example, a performance number) to the display control CPU 146, and the display control CPU 146 that receives this performs control to display specific images for the performance based on the basic information.
[0119] The display control CPU 146 outputs a more detailed control signal to the VDP 152. The VDP 152, which has received this, accesses the image ROM 154 based on the control signal, reads out the necessary image data from there, and transfers it to the VRAM 156. Furthermore, the VDP 152 expands the image data on the VRAM 156 into a frame buffer for each frame (still image per unit time), and individually drives each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.
[0120] In addition, a power supply control unit 162 (power supply control means) is provided on the back side of the inner frame assembly 7. This power supply control unit 162 has a built-in switching power supply circuit, and when it takes in external power (e.g., AC 24 V, etc.) from the island equipment through a power cord 164, it can generate the required power (e.g., DC +34 V, +12 V, etc.) from it. The power generated by the power supply control unit 162 is distributed to the main control device 70, the payout control device 92, the performance control device 124, and the inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control device 92, and power is supplied to the CR unit via the game ball etc. lending device connection terminal board 120. Note that low-voltage power (e.g., DC +5 V) for logic is generated by a power supply IC (e.g., a three-terminal regulator, etc.) built into each device. Also, as described above, the power supply control unit 162 is earthed (grounded) to the island equipment through a ground wire 166.
[0121] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output from the external terminal board 160 to the outside via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are collected, for example, by a hall computer (not shown) in the game center. Note that, although a configuration in which signals are output via the payout control device 92 is given here as an example, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 may also be used.
[0122] The above is an example of the configuration regarding the control of the pachinko machine 1. Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.
[0123] [Reset start (main) processing] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts the reset start process. The reset start process is a process for adjusting the initial state of the pachinko machine 1 by restoring the game state based on the backup information saved at the time of the previous power cut (so-called power recovery) or, conversely, clearing the backup information. The reset start process is also positioned as the main process (main control program) for ensuring stable game operation of the pachinko machine 1 after adjusting the initial state.
[0124] 10 and 11 are flow charts showing an example of the procedure of the reset start process. Each step of the process performed by the main control CPU 72 will be described below.
[0125] Step S101: The main control CPU 72 first sets the top address of the stack area in the stack pointer.
[0126] Step S102: Next, the main control CPU 72 sets the vector-based interrupt mode (mode 2) and modifies the default RST-based interrupt mode (mode 0). This allows the main control CPU 72 to subsequently refer to any address (where the least significant bit is 0) as an interrupt vector and execute a specified interrupt handler.
[0127] Step S103: The main control CPU 72 executes standby processing at reset time. This processing is for securing a certain amount of standby time (for example, about several thousand ms) at the time of reset start (for example, power-on) and checking the main power cutoff detection signal during that time. Specifically, the main control CPU 72 sets a loop counter for the standby time, and performs a bit check on the input port of the main power cutoff detection signal while decrementing the value of the loop counter. The main power cutoff detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. Then, if the main control CPU 72 confirms the input of the main power cutoff detection signal before the loop counter becomes 0, it resumes processing from the beginning. This makes it possible to protect the system when, for example, the operation of turning on and off the main power switch (not shown) is repeated within a short time (about 1 to 2 seconds).
[0128] Step S104: Next, the main control CPU 72 permits access to the work area of the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of the RAM 76 is permitted thereafter.
[0129] Step S105: The main control CPU 72 also initializes a mask register to set an interrupt mask. Specifically, a value that enables the CTC interrupt is stored in the mask register.
[0130] Step S106: The main control CPU 72 refers to the input signal from the RAM clear switch that was saved earlier, and checks whether the RAM clear switch has been operated (switched ON). If the RAM clear switch has not been operated (No), the main control CPU 72 executes step S107.
[0131] Step S107: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, that is, whether the backup validity determination flag is set. If the backup ended normally in the previous power cut-off process and the backup validity determination flag (e.g., "A55AH") is set (Yes), the main control CPU 72 then executes step S108.
[0132] Step S108: The main control CPU 72 executes a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 executes a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.
[0133] Step S109: The main control CPU 72 resets the backup validity determination flag (for example, to "0000H"). Step S110: The main control CPU 72 also clears any commands that were waiting to be sent immediately before the previous power outage occurred.
[0134] Step S111: Next, the main control CPU 72 executes a performance control return process. In this process, the main control CPU 72 transmits a return command (e.g., a machine type designation command, a special symbol probability state designation command, a performance command when the number of operation memories increases, a performance command when the number of operation memories decreases, a counter command for cutting off the number of times, a special game state designation command, etc.) to the performance control device 124. In response to this, the performance control device 124 can return the performance state (e.g., the internal probability state, the display mode of the performance symbol, the performance display mode of the number of operation memories, the sound output contents, the light emission state of various lamps, etc.) that was being executed at the time of the previous power cut.
[0135] Step S112: The main control CPU 72 executes a state restoration process. In this process, the main control CPU 72 sets various values in the work area of the RAM 76 based on the backup information, and restores the game state (for example, the display mode of the special symbol, the internal probability state, the operation memory contents, the various flag states, the random number update state, etc.) that was being executed at the time of the previous power cut. In addition, the main control CPU 72 restores the backed up value of the PC register.
[0136] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes), if the backup validity determination flag was not set (step S107: No), or if the backup information was not normal (step S108: No), the main control CPU 72 proceeds to step S113.
[0137] Step S113: The main control CPU 72 clears the contents stored in the RAM 76 other than the prohibited area. As a result, the work area and stack area of the RAM 76 are all initialized, and even if valid backup information is stored therein, the contents are erased. Step S114: The main control CPU 72 also performs initial settings for the RAM 76.
[0138] Step S115: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 outputs a command (a command necessary for performance control) to be sent to the performance control device 124 after the initial setting.
[0139] Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command to the payout control device 92 to start paying out the winning balls.
[0140] Step S117: The main control CPU 72 executes a CTC initial setting process to initialize the CTC (counter / timer circuit), which is a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and also sets an interrupt count value (e.g., 4 ms) in the CTC. This allows the main control CPU 72 to continue processing from the program address of the backed up PC register when the next CTC interrupt occurs.
[0141] When the above-mentioned procedures are executed in the reset start processing, the main control CPU 72 moves to the main loop shown in FIG. 11 (connection symbol A→A).
[0142] Step S118, Step S119: The main control CPU 72 prohibits interrupts and then executes a power interruption occurrence check process. In this process, the main control CPU 72 performs a bit check on the input port of the main power interruption detection signal to monitor the occurrence of a power interruption (a drop in the driving voltage). When a power interruption occurs, the main control CPU 72 clears the output port buffers corresponding to the normal electric role solenoid 88 and the large winning port solenoid 90, etc., backs up the entire contents of the work area of the RAM 76 except for the backup validity determination flag and the sum check buffer, and saves the sum result value in the sum check buffer. Then, the main control CPU 72 stores the above-mentioned valid value (for example, "A55AH") in the backup validity determination flag area, prohibits access to the RAM 76, and stops the process (NOP). On the other hand, if a power interruption does not occur, the main control CPU 72 next executes step S120. There is also a known programming example in which the CPU executes such a process at the time of a power interruption as a non-maskable interrupt (NMI) process.
[0143] Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values of various software random numbers. In this embodiment, various random numbers (for example, jackpot pattern random numbers, reach judgment random numbers, variation pattern determination random numbers, etc.) other than the jackpot determination random numbers (hardware random numbers) and the jackpot determination random numbers (hardware random numbers) corresponding to normal patterns are generated on the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 13), and in this process, the initial value of the loop counter (not all random numbers may be the target) is changed every time the random number value goes around once. The initial value update random numbers are used to randomly change these initial values, and in step S120, the initial value update random numbers are updated. The reason why step S120 is executed after the interrupt is prohibited in step S118 is to prevent overlap (conflict) with another interrupt management process (step S202 in FIG. 13) which executes the same process. As described above, in this embodiment, the jackpot determination random number and the win determination random number are hardware random numbers generated by the random number generator 75, and the update period is faster (e.g., several μs) than the timer interrupt period (e.g., several ms), so there is no need to update the initial values of the jackpot determination random number and the win determination random number.
[0144] Step S121, Step S122: The main control CPU 72 permits an interrupt and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not related to the determination of the type of winning (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when a timer interrupt occurs during the execution of the main loop and the main control CPU 72 executes another interrupt management processing (Figure 13). The contents of the interrupt management processing will be described later.
[0145] [Power interruption check process] FIG. 12 is a flowchart specifically illustrating an example of the procedure of the power interruption occurrence check process. Step S130: First, the main control CPU 72 sets a condition for checking whether a power interruption has occurred. This check condition can be set, for example, as an on-counter value for checking that the main power interruption detection signal is being continuously output.
[0146] Step S132: Next, the main control CPU 72 reads the main power interruption detection switch input port and checks whether or not a main power interruption detection signal is being output (checks a specific bit). Although not shown in the figure, the main power interruption detection switch is implemented in the main control device 70, for example, and this main power interruption detection switch monitors the drive voltage supplied from the power supply control unit 162, and outputs a main power interruption detection signal when the voltage level falls below a reference voltage. The main power interruption detection switch may be built into the power supply control unit 162. When the main control CPU 72 checks that a main power interruption detection signal is not being output at the present time (No), it exits this process and returns to the reset start process. On the other hand, when it checks that a main power interruption detection signal is being output (Yes), the main control CPU 72 proceeds to the next step S134.
[0147] Step S134: The main control CPU 72 checks whether the above check conditions are met. Specifically, the on-counter value set in the previous step S130 is decremented by, for example, 1, and whether the result is 0 is checked. If the on-counter value is not yet 0 at this point (No), the main control CPU 72 returns to step S132 and checks the main power interruption detection switch input port again. Then, the loop from step S134 to step S132 is repeated, and when the check conditions are met (step S134: Yes), the main control CPU 72 proceeds to step S136.
[0148] Step S136: The main control CPU 72 clears the output port buffers corresponding to the test signal terminal and the command control signal in addition to the output ports corresponding to the normal electric role solenoid 88 and the big prize opening solenoid 90 as described above.
[0149] Steps S138 and S140: Next, the main control CPU 72 adds up the entire contents of the work area of the RAM 76, excluding the backup validity determination flag and the checksum buffer, in units of one byte, and repeats this process until the addition is completed for the entire area. Step S142: When the calculation of the sum for all the regions is completed (Step S140: Yes), the main control CPU 72 stores the sum result value in the sum check buffer.
[0150] Step S144: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area as described above. Step S146: The main control CPU 72 also stores "01H", which indicates that access is prohibited, in the protection value of the RAM 76, and prohibits access to the work area of the RAM 76 (including the prohibited area and stack area). Step S148: Then, the main control CPU 72 enters a standby loop and stops all other processing in preparation for the interruption of the main power supply. After the occurrence of the main power supply interruption, backup power is supplied from a backup power supply circuit (not shown, for example, a circuit including a capacitive element mounted on the main control device 70), so that the contents stored in the RAM 76 are retained without being lost even after the main power supply is interrupted. The backup power supply circuit may be built into the power supply control unit 162, for example.
[0151] Through the above process, all information that was stored in the work area of the RAM 76 and is to be backed up (subject to sum addition) is retained as memory in the RAM 76 even after the main power is turned off. In addition, the retained memory is restored as backup information at the time of power failure after the checksum is confirmed to be normal in the previous reset start process (Fig. 10).
[0152] [Interrupt management processing (timer interrupt processing)] Next, the interrupt management process (timer interrupt process) will be described. Fig. 13 is a flowchart showing an example of the procedure of the interrupt management process. The main control CPU 72 executes the interrupt management process at predetermined time intervals (e.g., several ms) based on an interrupt request signal from the counter / timer circuit. Each procedure will be described below.
[0153] Step S200: First, the main control CPU 72 saves the values of the registers (the accumulator A and flag register F, and each pair of general-purpose registers B to L) that were used during execution of the main loop to a save area in the RAM 76. After the values have been saved, other values can be written to the registers (A to L) during the interrupt management process.
[0154] Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the counter values for generating various random numbers for lottery. The values of each counter are incremented in the counter area of the RAM 76, and each loops within a specified range. The various random numbers include, for example, a jackpot pattern random number.
[0155] Step S202: The main control CPU 72 also executes the initial value update random number update process. The contents of the process are the same as those described above.
[0156] Step S203: The main control CPU 72 executes input processing. In this processing, the main control CPU 72 inputs various switch signals from the input / output (I / O) port 79. Specifically, it reads the input state (ON / OFF) of the passing detection signal from the gate switch 78, the middle start winning port switch 80, the right start winning port switch 82, the first count switch 84, the second count switch 85, the winning port switch 86, and the winning detection signal from the specific area switch 83.
[0157] Step S204: Next, the main control CPU 72 executes a switch input event process. In this process, among the switch signals input in the previous input process, the gate switch 78, the center start winning hole switch 80, the right start winning hole switch 82, the first count switch 84, the second count switch 85, and the specific area switch 83 are used to determine the event that occurred during the game, and another process is executed according to each of the events that occurred. The specific contents of the switch input event process will be described later using another flowchart.
[0158] In this embodiment, when a winning detection signal (ON) is input from the center start winning port switch 80 or the right start winning port switch 82, the main control CPU 72 determines that an event that triggers an internal lottery (lottery trigger, first lottery trigger, second lottery trigger) corresponding to the first special pattern or the second special pattern has occurred. Also, when a passing detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that triggers a lottery corresponding to a normal pattern has occurred. When it is determined that any of the events has occurred, the main control CPU 72 executes processing according to the respective generated events. The processing executed when a winning detection signal is input from the center start winning port switch 80 or the right start winning port switch 82 will be described later using another flowchart.
[0159] Step S205, Step S206: The main control CPU 72 executes the special symbol game process and the normal symbol game process during the interrupt management process. These processes are for specifically progressing the game in the pachinko machine 1. Among these, in the special symbol game process (step S205), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, controls the variable display and the stop display by the first special symbol display device 34 and the second special symbol display device 35, and controls the operation of the first variable winning device 30 and the second variable winning device 31 according to the display result. The details of the special symbol game process will be described later using another flowchart.
[0160] In the normal symbol game process (step S206), the main control CPU 72 controls the variable display and stop display by the normal symbol display device 33 described above, and controls the operation of the variable start winning device 28 according to the display result. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in the previous switch input event process (step S204) as a trigger of passing through the start gate 20, reads the random number value from the memory in this normal symbol game process, and judges whether it falls within a predetermined winning range (normal symbol lottery execution means). If the random number value falls within the winning range, the normal symbol is variably displayed by the normal symbol display device 33, and the normal symbol is stopped and displayed in a predetermined winning manner, and then the main control CPU 72 excites the normal electric role solenoid 88 to operate the variable start winning device 28. On the other hand, if the random number value is outside the winning range, the main control CPU 72 performs a stop display of the normal symbol in a losing manner after the variable display.
[0161] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In this process, based on the winning detection signal input from the various switches 80, 82, 84, 85, and 86 in the previous input process (step S203), a prize ball instruction command is output to the payout control device 92 to instruct the number of prize balls.
[0162] In addition, in the prize ball payout process, the main control CPU 72 outputs a prize ball content command that transmits the content of the number of prize balls to the performance control device 124. For example, when a winning detection signal is input from the first count switch 84 or the second count switch 85 corresponding to the first variable winning device 30 or the second variable winning device 31, a prize ball content command corresponding to the profit of the large winning port is generated. In addition, a prize ball content command corresponding to the profit of the start winning port or the normal winning port may be generated. The generated prize ball content command is transmitted to the performance control device 124.
[0163] [Number of winning balls and number of winning balls] The number of prize balls in the starting hole for the first special symbol and the number of prize balls in the starting hole for the second special symbol are set to a prescribed number of 1 or more. The number of prize balls in the starting hole for the first special symbol and the starting hole for the second special symbol may be different. Furthermore, the minimum number of prize balls may be set based on the probability of winning the special symbol and the expected value of the total number of game balls acquired (the average number of balls acquired during a series of periods from the first win to the end of the time-shortening state). Furthermore, when the probability of winning the special symbol, the expected value of the total number of game balls acquired, the number of times the big prize hole is opened, the opening time of the big prize hole, the maximum number of winnings in the big prize hole, and the number of prize balls in the big prize hole satisfy predetermined conditions, a big prize may be set in which the number of game balls acquired by one big prize is less than 1 / 4 of the maximum number of game balls acquired.
[0164] Step S207a: Next, the main control CPU 72 executes an error management process. In this process, a process is executed to determine and manage the occurrence of various errors (for example, a normal power abnormality winning error, etc.) that occur in the gaming machine. In addition, when the main control CPU 72 determines that an error has occurred, it generates an error command corresponding to the error that has occurred. The generated error command is sent to the performance control device.
[0165] Step S208: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores the above-mentioned external information signals (e.g., winning ball information, door opening information, symbol determination number information, big win information, starting hole information, etc.) in the port output request buffer to the hall computer of the game center through the external terminal board 160.
[0166] Furthermore, when the normal power abnormality winning error flag is on, the main control CPU 72 executes a process to output a security signal (external information signal) through the external terminal board 160. The normal power abnormality winning error flag is set to off a certain time after it is set to on or when power is cut off, so the security signal continues to be output for a certain time or until power is cut off. By executing such a process, when a normal power abnormality winning error occurs, the main control CPU 72 can send a signal indicating that an error has occurred to an external device.
[0167] In this embodiment, various kinds of jackpot information can be provided to external electronic devices (data display device and hall computer) connected to the pachinko machine 1 by outputting, for example, "jackpot 1" to "jackpot 5" from among various external information signals to the outside as jackpot information (external information signal output means). In other words, by outputting the jackpot information divided into a plurality of "jackpot 1" to "jackpot 5", it is possible to count and manage the type of jackpot (winning type) from these combinations in a hall computer (not shown), recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the pattern change time, and count and manage the occurrence of small wins (wins in which the condition device does not operate) that are not classified as "jackpots" even if they are not non-wins. In addition, based on the jackpot information, for example, a data display device (not shown) can count and display the number of jackpot occurrences within the past few business days for each machine of the pachinko machine 1, recognize whether or not each machine is currently in a jackpot, or recognize whether or not each machine is currently in a shortened state of the pattern change time. In this external information processing, the main control CPU 72 controls the output state (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5" in detail.
[0168] Step S209: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (for example, normal symbol game management state, special symbol game management state, jackpot, probability fluctuation function in operation, time reduction function in operation) and stores them in the port output request buffer. By using these test signals, for example, the internal state of the main control CPU 72 can be tested outside the main control device 70.
[0169] Step S210: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 controls the lighting state of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game status display device 38, and the like. Specifically, the drive signal stored in the port output request buffer in the previous special symbol game process (step S205) or normal symbol game process (step S206) is output to the port. The drive signal is stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (a mode in which the variable display or stop display of the symbol, the operation memory number display, the game status display, etc. are performed).
[0170] Step S211: The main control CPU 72 also executes output management processing. In this processing, the main control CPU 72 outputs the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208) to the port. The main control CPU 72 also outputs the drive signals, test signals, etc. of the normal electric role solenoid 88, the first large winning hole solenoid 90, the second large winning hole solenoid 97, and the specific area solenoid 99 stored in the port output request buffer to the port.
[0171] Step S212: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 checks whether there are any commands (commands necessary for performance control) in the command buffer that should be sent by the main control CPU 72 to the performance control device 124, and if there are any unsent commands, the command to be output is output to the port.
[0172] Step S213: Then, the main control CPU 72 clears the port output request buffer stored in the current CTC interrupt.
[0173] In this embodiment, an example is given in which the processes (game control program module) from step S205 to step S212 are executed as timer interrupt processes, but there are also known programming examples in which these processes are incorporated into the main loop of a CPU and executed.
[0174] Step S214: After completing the above processes, the main control CPU 72 stores a value (01H) designating the end of the interrupt in the interrupt program counter, and ends the CTC interrupt.
[0175] Steps S215 and S216: The main control CPU 72 restores the saved values of the registers (A to L) and permits the next CTC interrupt. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer).
[0176] [Switch input event processing] 14 is a flowchart showing an example of the procedure for the switch input event process (step S204 in FIG. 13). Each step will be explained below in order.
[0177] Step S10: The main control CPU 72 checks whether or not a winning detection signal has been input (a lottery trigger has occurred) from the middle start winning port switch 80 corresponding to the first special symbol. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S12 and executes a first special symbol memory update process. The specific contents of the process will be described further below using another flowchart. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S14.
[0178] Step S14: Next, the main control CPU 72 checks whether or not a winning detection signal has been input (a lottery trigger has occurred) from the right start winning port switch 82 corresponding to the second special symbol. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S16 and executes the second special symbol memory update process. Again, the specific process content will be described further below using another flowchart. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S18.
[0179] Step S18: The main control CPU 72 checks whether or not a winning detection signal has been input from the first count switch 84 corresponding to the first large winning port 30b of the first variable winning device 30. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S19 and executes a first large winning port count process. In the first large winning port count process, the main control CPU 72 counts the number of winning balls in the first variable winning device 30 for each round during a big win game. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S20.
[0180] Step S20: The main control CPU 72 checks whether or not a winning detection signal has been input from the second count switch 85 corresponding to the second large winning port 31b of the second variable winning device 31. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S21 to execute the second large winning port count process. In the second large winning port count process, the main control CPU 72 counts the number of winning balls into the second variable winning device 31 during the big win game (during the small win game). On the other hand, if the winning detection signal has not been input (No), the main control CPU 72 proceeds to step S22.
[0181] Step S22: The main control CPU 72 checks whether a passing detection signal has been input from the gate switch 78 corresponding to the normal symbol. If the input of this passing detection signal has been confirmed (Yes), the main control CPU 72 proceeds to the next step S24 and executes a normal symbol memory update process. In the normal symbol memory update process, the main control CPU 72 checks whether the current normal symbol operation memory number is less than the upper limit number (for example, 4), and if the upper limit number has not been reached, acquires a random number per normal symbol. In addition, the main control CPU 72 increments the normal symbol operation memory number by 1. Then, the main control CPU 72 stores the acquired random number value per normal symbol in the random number memory area of the RAM 76. On the other hand, if the passing detection signal has not been input (No), the main control CPU 72 proceeds to step S26.
[0182] Step S26: The main control CPU 72 checks whether or not a passing detection signal has been input from the specific area switch 83 corresponding to the specific area 31x in the second large prize opening 31b. If the input of this passing detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S28 and executes a process of turning on the specific area reserve flag. On the other hand, if the passing detection signal has not been input (No), the main control CPU 72 returns to the interrupt management process (FIG. 13).
[0183] [First special symbol memory update process] 15 is a flow chart showing an example of the procedure of the first special symbol memory update process (step S12 in FIG. 14). The procedure of the first special symbol memory update process will be explained step by step below.
[0184] Step S30: Here, first, the main control CPU 72 refers to the value of the first special symbol operation memory number counter and checks whether the operation memory number is less than the maximum value (for example, 4). The operation memory number counter indicates the number (number of sets) of jackpot determination random numbers and jackpot pattern random numbers stored in the random number storage area of the RAM 76. Here, the random number storage area of the RAM 76 is divided into eight sections (for example, 2 bytes each) commonly used by the first special symbol and the second special symbol, and each section can store one set (set) of jackpot determination random numbers and jackpot pattern random numbers. At this time, if the value of the operation memory number counter corresponding to the first special symbol has reached the maximum value (No), the main control CPU 72 returns to the switch input event processing (FIG. 14). On the other hand, if the value of the operation memory number counter is less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S31.
[0185] Step S31: The main control CPU 72 adds 1 to the number of first special symbol activation memories. The first special symbol activation memory number counter is stored in, for example, the activation memory number area of the RAM 76, and the main control CPU 72 increments (+1) the value. Based on the incremented counter value, the display output management process (step S210 in FIG. 13) controls the lighting state of the first special symbol activation memory lamp 34a.
[0186] Step S32: Then, the main control CPU 72 acquires the jackpot determining random number value corresponding to the first special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of first lottery element, lottery element acquisition means). The random number value is acquired by specifying the pin address of the random number generator 75. When the main control CPU 72 is an 8-bit processor, the address is designated in two parts, one byte each at the upper and lower ends. When the main control CPU 72 reads the jackpot determining random number value from the designated address, it saves it in the destination address as the jackpot determining random number corresponding to the first special symbol.
[0187] Step S33: Next, the main control CPU 72 obtains the jackpot symbol random number value corresponding to the first special symbol from the jackpot symbol random number counter area of the RAM 76. This random number value is also obtained by specifying the address of the jackpot symbol random number counter area. When the main control CPU 72 reads the jackpot symbol random number value from the specified address, it saves it in the transfer destination address as the jackpot symbol random number corresponding to the first special symbol.
[0188] Step S34: The main control CPU 72 also sequentially acquires the reach determination random number and the variation pattern determination random number as random number values related to the variation conditions of the first special symbol from the variation random number counter area of the RAM 76 (variation pattern determination element acquisition means). The acquisition of these random number values is also performed by designating the address of the variation random number counter area. Then, when the main control CPU 72 acquires the reach determination random number and the variation pattern determination random number from the designated address, it saves them in the transfer destination address.
[0189] Step S35: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach judgment random number, and variation pattern determination random number to a random number storage area corresponding to the first special symbol, and stores these random numbers as a set in an empty section in the area (first lottery element storage means). An order (for example, 1st to 4th) is set for the multiple sections, and if all of the 1st to 4th sections are empty at the current stage, the random numbers are stored in order starting from the 1st section. Alternatively, if the 1st section is already filled and the other 2nd to 4th sections are empty, the random numbers are stored in order starting from the 2nd section. The random number storage area is read out in a FIFO (First In First Out) format.
[0190] Step S36: Next, the main control CPU 72 checks whether the current special game management status (game state) is a jackpot. If not (No), the main control CPU 72 executes the following steps S37 and S38. If it is (Yes), the main control CPU 72 skips steps S37 and S38 and proceeds to step S38a. In this embodiment, this determination is made because no pre-reading effects are performed for balls that occur during a jackpot.
[0191] Step S37: When not in the jackpot (step S36: No), the main control CPU 72 executes the acquisition time performance determination process for the first special symbol. This process is for determining the result of the special symbol lottery and the change time in advance (before the change starts) based on the jackpot determination random number, jackpot pattern random number, and change pattern determination random number of the first special symbol acquired in the previous steps S32 to S34, and thereby determining the performance content (so-called "pre-read"). In this process, the result of the advance determination of the first special symbol is set in the lower byte of the special symbol advance determination performance command.
[0192] Step S38: After executing the acquisition time performance judgment process, the main control CPU 72 next sets the upper byte (for example, "B8H") of the special chart destination judgment performance command for the first special symbol. This upper byte data describes that the command type is "for special chart destination judgment performance for the first special symbol." Note that the lower byte of the special chart destination judgment performance command (information on whether it is a hit or not and information on the change time) is set in the previous acquisition time performance judgment process (step S37), so here, for example, a one-word command is generated by combining the lower byte with the upper byte.
[0193] Step S38a: Next, the main control CPU 72 sets a performance command for the first special symbol when the number of operating memories is increased. Specifically, a one-word performance command is generated by adding the number of operating memories after the increase (for example, "01H" to "04H") to the lower byte in response to the preceding value (for example, "BBH") of the upper byte indicating the type of command. At this time, the lower byte has the second digit set to "0" by default, indicating that the value is the "result of the increase in the number of operating memories (change information)". In other words, if the lower byte is "01H", it indicates that the number of operating memories this time has become "01H" as a result of an increase of one from the number of operating memories up to the previous time, "00H". Similarly, if the lower byte is "02H" to "04H", it indicates that the number of operating memories this time has become "02H" to "04H" as a result of an increase of one from the number of operating memories up to the previous time, "01H" to "03H". The preceding value "BBH" above is a value indicating that the current performance command is an operation memory number command for the first special symbol.
[0194] Step S39: Then, the main control CPU 72 executes a performance command output setting process for the first special symbol. In this process, the special symbol destination determination performance command generated in the previous step S38, the operation memory number increase performance command generated in step S38a, and the start port winning sound control command are transmitted to the performance control device 124 (memory number notification means).
[0195] When the above procedure is completed, or when the number of first special symbol activation memories reaches four (step S30: No), the main control CPU 72 returns to the switch input event process (FIG. 14).
[0196] [Second special symbol memory update process] Next, Fig. 16 is a flow chart showing an example of the procedure of the second special symbol memory update process (step S16 in Fig. 14). The procedure of the second special symbol memory update process will be explained step by step below.
[0197] Step S40: The main control CPU 72 refers to the value of the second special symbol activation memory number counter and checks whether the activation memory number is less than the maximum value. Similarly to the above, the second special symbol activation memory number counter indicates the number (number of sets) of jackpot determination random numbers and jackpot pattern random numbers stored in the random number storage area of the RAM 76. At this time, if the value of the second special symbol activation memory number counter has reached the maximum value (e.g., 4) (No), the main control CPU 72 returns to the switch input event processing (Fig. 14). On the other hand, if the value of the second special symbol activation memory number counter is still less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S41 and subsequent steps.
[0198] Step S41: The main control CPU 72 adds one to the number of second special symbol activation memories (increments the value of the second special symbol activation memory counter). As in the previous step S31 (FIG. 15), the lighting state of the second special symbol activation memory lamp 35a is controlled in the display output management process (step S210 in FIG. 13) based on the value of the counter added here.
[0199] Step S42: Then, the main control CPU 72 acquires a jackpot determination random number value corresponding to the second special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of the second lottery element, lottery element acquisition means). The method of acquiring the random number value is the same as that of step S32 (FIG. 15) described above.
[0200] Step S43: Next, the main control CPU 72 obtains the jackpot symbol random number value corresponding to the second special symbol from the jackpot symbol random number counter area of the RAM 76. The method of obtaining the random number value is the same as that of step S33 (FIG. 15) described above.
[0201] Step S44: The main control CPU 72 also sequentially acquires reach judgment random numbers and fluctuation pattern determination random numbers related to the fluctuation conditions of the second special symbol from the fluctuation random number counter area of the RAM 76 (fluctuation pattern determination element acquisition means). The acquisition of these random numbers is also performed in the same manner as in step S34 (FIG. 15) described above.
[0202] Step S45: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach judgment random number, and change pattern determination random number to the random number storage area corresponding to the second special symbol, and stores these random numbers as a set in an empty section in the area (second lottery element storage means). The storage method is the same as that of step S35 (FIG. 15) described above.
[0203] Step S45a: Next, the main control CPU 72 checks whether the current game management status (game state) is a jackpot or not. If it is not a jackpot (No), the main control CPU 72 executes the following steps S46 and S47. Conversely, if it is a jackpot (Yes), the main control CPU 72 skips steps S46 and S47 and proceeds to step S48. The reason why this determination is made in this embodiment is that no performance based on pre-reading is performed for balls that occur during a jackpot.
[0204] Step S46: If not in the jackpot (step S45a: No), the main control CPU 72 then executes an acquisition time performance determination process for the second special symbol. This process is for determining the result of the internal lottery in advance (before the fluctuation starts) based on the jackpot determination random number and the jackpot pattern random number of the second special symbol obtained in the previous steps S42 to S44, respectively, and for determining the performance content accordingly. In this process, the result of the advance determination of the second special symbol is set in the lower byte of the special symbol destination determination performance command.
[0205] Step S47: After executing the acquisition time performance determination process, the main control CPU 72 next sets the upper byte of the special pattern destination determination performance command (for example, "B9H"). This upper byte data describes that the command type is "for special pattern destination determination performance related to the second special pattern". Similarly, here, the lower byte of the special pattern destination determination performance command is set in the previous acquisition time performance determination process (step S46), so here, for example, a one-word command is generated by combining the lower byte with the upper byte.
[0206] Step S48: Next, the main control CPU 72 sets a performance command for the second special symbol when the number of operating memories is increased. Here, a one-word performance command is generated by adding the increased number of operating memories (for example, "01H" to "04H") to the lower byte, in addition to the preceding value (for example, "BCH") in the upper byte indicating the type of command. Similarly, for the second special symbol, the second digit of the lower byte can be set to "0" by default to indicate that the value is the "result of an increase in the number of operating memories (change information)." The preceding value "BCH" is a value indicating that the current performance command is an operating memory number command for the second special symbol.
[0207] Step S49: Then, the main control CPU 72 executes the performance command output setting process for the second special symbol. As a result, the special symbol destination determination performance command, the performance command when the number of operation memories increases, the start port winning sound control command, etc. are transmitted to the performance control device 124 (memory number notification means) for the second special symbol. Also, when the above procedure is completed, the main control CPU 72 returns to the switch input event process (FIG. 14).
[0208] [Performance determination process at acquisition time] FIG. 17 is a flow chart showing an example of the procedure of the acquisition time performance determination process. The main control CPU 72 executes this acquisition time performance determination process in the previous first special symbol memory update process and second special symbol memory update process (step S37 in FIG. 15, step S46 in FIG. 16) (pre-determination means). As described above, this process is executed for each of the first special symbol (when the ball enters the middle start winning hole 26) and the second special symbol (when the ball enters the variable start winning device 28). Therefore, the following description may apply to the process related to the first special symbol or the process related to the second special symbol. The contents of the process will be explained below along each procedure.
[0209] Step S50: The main control CPU 72 sets the lower byte (for example, "00H") of the special drawing first judgment performance command (first judgment information). Note that the byte data set here represents the standard value (when missing) of the command.
[0210] Step S52: Next, the main control CPU 72 loads the jackpot determination random number as the random number value for the first determination. The random number to be loaded here is the one stored in the RAM 76 in the first special symbol storage update process (step S35 in FIG. 15) or the second special symbol storage update process (step S45 in FIG. 16).
[0211] Step S54: Then, the main control CPU 72 judges whether the loaded random number is outside the range of the winning value (here, below the lower limit value) (lottery result determination means, advance judgment means). Specifically, the main control CPU 72 sets a comparison value (lower limit value) in the A register and subtracts the loaded random number value from this comparison value. The comparison value (lower limit value) is predefined according to the probability of a big win in the special symbol lottery in the pachinko machine 1. Next, the main control CPU 72 judges whether the calculation result is 0 or a positive value, for example, from the value of the flag register. As a result, if the loaded random number is outside the range of the winning value (Yes), the main control CPU 72 proceeds to step S80.
[0212] Step S80: Next, the main control CPU 72 executes a pre-determination process of fluctuation pattern information at the time of failure (a fluctuation pattern destination determination means). In this process, the main control CPU 72 generates a fluctuation pattern destination determination command for the fluctuation time at the time of failure. The generated fluctuation pattern destination determination command reflects the pre-determination information on the fluctuation time (or the fluctuation pattern number) at the time of operation of the "time-saving function", in particular. For example, if the current state is the operation of the "time-saving function", the main control CPU 72 determines whether the fluctuation time corresponds to the "miss reach fluctuation (non-shortened fluctuation time)" based on the loaded reach determination random number. As a result, if the fluctuation time corresponds to the "miss reach fluctuation (non-shortened fluctuation time)", the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to the "non-shortened fluctuation time during time-saving". In the case of reach fluctuation, the "reach group (type of reach)" may also be determined from the reach mode random number, and a fluctuation pattern destination determination command may be generated from the result. On the other hand, if the fluctuation time does not correspond to the "miss reach fluctuation (non-reduced fluctuation time)", the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to the "reduced fluctuation time during time reduction". Alternatively, if the current state is the non-operation time of the "time reduction function" (low probability state), the main control CPU 72 judges whether the fluctuation time corresponds to the "normal miss reach fluctuation" based on the loaded reach determination random number. As a result, if the fluctuation time corresponds to the "normal miss reach fluctuation", the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to the "normal miss reach fluctuation time". On the other hand, if the fluctuation time does not correspond to the "normal miss reach fluctuation", the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to the "normal miss fluctuation time". In addition, the fluctuation pattern destination determination command generated here is set in the transmission buffer in the performance command output setting process (steps S39, S49). In addition, in this process, the main control CPU 72 may generate a fluctuation pattern destination determination command for the fluctuation pattern at the time of a small win, similar to the above-mentioned process at the time of failure.
[0213] When the above procedure is executed, the main control CPU 72 ends the acquisition time performance judgment process and returns to the first special symbol memory update process (FIG. 15) or the second special symbol memory update process (FIG. 16) that was called. On the other hand, if the loaded random number is not outside the range of the winning value but is within the range in the judgment of the previous step S54 (step S54: No), the main control CPU 72 next proceeds to step S74.
[0214] Step S74: The main control CPU72 executes a jackpot symbol type determination process. This process is for determining the type of jackpot (winning type) at that time based on the jackpot symbol random number paired with the jackpot determination random number. For example, when the main control CPU72 loads the jackpot symbol random number for each symbol stored in the previous first special symbol memory update process (step S35 in FIG. 15) or the second special symbol memory update process (step S45 in FIG. 16), it executes a calculation using a comparison value as in step S54, and determines which winning symbol corresponds from the result. The main control CPU72 stores the determination result at this time as a special symbol destination determination value, and proceeds to the next step S78.
[0215] Step S78: The main control CPU 72 sets the special symbol destination determination value stored in the previous step S74 as the lower byte of the special symbol destination determination performance command. For example, the special symbol destination determination value is set to "00H" if it corresponds to a "symbol that does not transition to a time-shortening state," and is set to "01H" if it corresponds to a "symbol that transitions to a time-shortening state." In either case, by setting the data for the lower byte here, the standard lower byte data "00H" set in the previous step S50 is rewritten.
[0216] Step S79: Next, the main control CPU 72 executes a process of pre-determining fluctuation pattern information at the time of a jackpot (a fluctuation pattern destination determination means). In this process, the main control CPU 72 generates the above-mentioned fluctuation pattern destination determination command for the fluctuation time at the time of a jackpot. The fluctuation pattern destination determination command generated here reflects, for example, pre-determined information regarding the reach fluctuation time (or fluctuation pattern number) at the time of a jackpot. In addition, the fluctuation pattern destination determination command generated here is set in the transmission buffer in the performance command output setting process (steps S39, S49).
[0217] After completing the above steps, the main control CPU72 returns to the first special symbol memory update process (FIG. 15) or the second special symbol memory update process (FIG. 16).
[0218] [Special symbol game processing] Next, the details of the special symbol game processing executed in the interrupt management processing (Fig. 13) will be explained. Fig. 18 is a flow chart showing an example of the configuration of the special symbol game processing. The special symbol game processing is configured to include a group of subroutines (program modules) of execution selection processing (step S1000), special symbol pre-variation processing (step S2000), special symbol variation processing (step S3000), special symbol stop display processing (step S4000), and variable winning device management processing (step S5000). First, the basic flow of the special symbol game processing will be explained along with each process.
[0219] Step S1000: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any of steps S2000 to S5000) from the "jump table". For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the special symbol game process as the return address in the stack pointer.
[0220] Which process is selected as the next jump destination depends on the progress status (special symbol game management status) of the process performed so far. For example, if the special symbol has not yet started to change (special symbol game management status: 00H), the main control CPU 72 selects the special symbol change pre-processing (step S2000) as the next jump destination. On the other hand, if the special symbol change pre-processing has already been completed (special symbol game management status: 01H), the main control CPU 72 selects the special symbol change processing (step S3000) as the next jump destination, and if the special symbol change processing has been completed (special symbol game management status: 02H), the main control CPU 72 selects the special symbol stop display processing (step S4000) as the next jump destination. In this embodiment, the address of the jump destination is specified in the "jump table" to select the process, but in addition to such a selection method, there are also known programming examples in which the CPU selects the process to be executed next using a "process flag" or a "process selection flag" or the like. In such a programming example, the CPU calls each process and then refers to a flag at the first step to perform conditional branching (continue / return). However, with the selection method of this embodiment, the main control CPU 72 does not need to go through the trouble of calling each process one by one.
[0221] In step S2000: special symbol variation pre-processing, the main control CPU 72 performs an operation to prepare conditions for starting the variable display of special symbols. Note that the specific contents of the processing will be described later using another flowchart.
[0222] In step S3000: special symbol variation processing, the main control CPU 72 performs drive control of the first special symbol display device 34 or the second special symbol display device 35 while counting the variation timer. Specifically, it outputs an ON or OFF drive signal (1 byte data) to each segment and dot (number 0 to 7) of the 7-segment LED. The pattern of the drive signal changes over time, thereby causing the variation display of the special symbol.
[0223] In step S4000: special symbol stop display processing, the main control CPU 72 performs drive control of the first special symbol display device 34 or the second special symbol display device 35. Here, too, an ON or OFF drive signal is output to each segment and dot of the 7-segment LED, but the pattern of the drive signal is constant, and the special symbol is stopped and displayed.
[0224] Step S5000: The variable winning device management process is selected when the special symbol is stopped and displayed in a big win or small win mode (mode other than non-winning mode) in the previous special symbol stop display process. In addition, depending on the mode in which the special symbol is stopped and displayed, a big win game or a small win game is started.
[0225] [Jackpot Game] For example, when the special symbol is stopped and displayed in the form of a three-round jackpot, a jackpot game (special game advantageous to the player) is executed. During the jackpot game, the jump destination is set to the variable winning device management process in the previous execution selection process (step S1000), and the variable display of the special symbol is not performed. In the variable winning device management process, the first large winning port solenoid 90 is excited for a certain period of time (for example, 29 seconds or until 10 winnings are counted) for a preset number of consecutive operations (for example, three times), and the first variable winning device 30 opens and closes in a predetermined pattern (continuous operation of the special electric device). During this period, game balls are concentrated into the first variable winning device 30, giving the player an opportunity to win many prize balls at once (special game execution means). In addition, this opening and closing operation of the first variable winning device 30 when a jackpot is hit is called a "round," and if there are a total of three consecutive operations, these are sometimes collectively referred to as "three rounds."
[0226] Furthermore, when the main control CPU 72 sets the large prize opening opening pattern (number of rounds, number of opening / closing operations per round, opening time, etc.) in the variable prize-winning device management process, it increments the value of the round number counter by 1 each time it finishes opening / closing operations of the first variable prize-winning device 30 for one round. The value of the round number counter is stored in the count area of the RAM 76, for example, with an initial value of 0. Furthermore, the main control CPU 72 generates a round number command that indicates the value of the round number counter. The round number command is transmitted to the performance control device 124 in the performance control output process (step S212 in FIG. 13). When the value of the round number counter reaches the set number of continuous operations, the main control CPU 72 ends the large prize game (big prize) at the end of that round.
[0227] Then, when the jackpot game ends, the main control CPU 72 changes the state after the jackpot game ends (transitions to the time-shortened state) based on the time-shortened function reserve flag (time-shortened state transition means, state transition means). In the "time-shortened state", the time-shortened function (variable time-shortened function) is activated, and at least the variable time of the normal symbols is shortened, or the opening time of the variable start winning device 28 is extended or the number of times it is opened is increased (so-called electric chute support is performed). In the "time-shortened state", the lottery probability of the normal symbols may be set from the normal probability (low probability) to a high probability.
[0228] [Small hit] In this embodiment, a small win is provided as a winning type other than a non-win. When a small win is won, a small win game is played separately from a big win game, and the second variable winning device 31 opens and closes (special game execution means). For example, when a special symbol is stopped and displayed in the form of a small win, a small win game (a special game advantageous to the player) is played. During a small win game, the jump destination is set to the variable winning device management process in the previous execution selection process (step S1000), and the variable display of the special symbol is not performed. In the variable winning device management process, the second large winning port solenoid 97 is excited for a certain period of time (for example, 1.8 seconds or until 10 winnings are counted) for a preset number of times of operation (for example, once or multiple times), and the second variable winning device 31 opens and closes in a predetermined pattern (operation of a special electric device). During this time, the player is given an opportunity to win a certain number of prize balls by making game balls enter the second variable winning device 31 in a concentrated manner (special game execution means).
[0229] In addition, in the variable winning device management process during the small win game, the specific area solenoid 99 is excited for a certain time (for example, 5.0 seconds) for a preset number of times (for example, once), and the specific area slide member 31c opens and closes in a predetermined pattern. By passing the game ball through the specific area 31x during this time, the player is given an opportunity to start the big win game. In other words, whether or not the big win game is started in the variable winning device management process is determined depending on whether or not the game ball passes through the specific area 31x during the small win game. In this embodiment, a plurality of winning types (winning symbols) are provided for the small win, and when the game ball passes through the specific area 31x, the big win game according to the winning type is started.
[0230] In addition, even if the small win game ends without the game ball passing through the specific area 31x, the "time-shortening function" will not be activated, so the privilege of transitioning to the "time-shortening state" will not be granted (this is not a prerequisite for this) (except when the maximum number of times has been reached).
[0231] [Multiple winning types (winning symbols)] In this embodiment, multiple winning types (such as "1st special symbol_3R jackpot symbol 1", "3R jackpot symbol 2", etc.) are provided. The jackpot game may start when the special symbol stops and displays in a jackpot mode, or when the special symbol stops and displays in a small jackpot mode and the game ball passes through a specific area 31x during the small jackpot game. A gaming machine that wins a small jackpot in an internal lottery, executes a jackpot game when the game ball passes through a specific area during the small jackpot game, and transitions to a time-shortened state according to the type of winning symbol after the jackpot game ends is a so-called type 1 / type 2 mixed type gaming machine.
[0232] [Special pattern change pre-processing] 19 is a flowchart showing an example of a procedure for the special symbol variation pre-processing. Each procedure will be explained below.
[0233] Step S2100: First, the main control CPU 72 checks whether the first special symbol activation memory count or the second special symbol activation memory count remains (is greater than 0). This check can be performed by referring to the value of the activation memory count counter stored in the RAM 76. If the activation memory counts of both the first special symbol and the second special symbol are 0 (No), the main control CPU 72 executes the demo setting process of step S2500.
[0234] Step S2500: In this process, the main control CPU 72 generates a demo performance command. The demo performance command is output to the performance control device 124 in the performance control output process (step S212 in FIG. 13). When the demo setting process is executed, the main control CPU 72 returns to the special symbol game process. When returning, the main control CPU 72 returns to the end address as described above (similarly thereafter).
[0235] On the other hand, if the value of the activation memory number counter for either the first special symbol or the second special symbol is greater than 0 (Yes), the main control CPU 72 next executes step S2200.
[0236] Step S2200: The main control CPU 72 executes a special symbol storage area shift process (second lottery priority execution means). In this process, the main control CPU 72 preferentially reads out the random numbers for lottery (jackpot determination random numbers, jackpot symbol random numbers, etc.) stored in the random number storage area of the RAM 76 that correspond to the second special symbol (so-called priority consumption). At this time, if random numbers are stored in two or more sections (only the first special symbol applies), the main control CPU 72 reads out the random numbers in order from the first section, erases (consumes) them, and then moves (shifts) the remaining random numbers one by one to the previous section. The read out random numbers are stored, for example, in another temporary storage area. If no random numbers corresponding to the second special symbol are stored, the main control CPU 72 reads out the random numbers corresponding to the first special symbol and stores them in the temporary storage area. Each random number stored in the temporary storage area is used for an internal lottery in the next jackpot determination process. As a result, in this embodiment, the variable display of the second special symbol is performed preferentially over the first special symbol. In addition, the program may be such that random numbers are simply read out in the order in which they were stored, without providing such a priority for each special symbol. In this process, the main control CPU 72 subtracts one from the value of the activation memory number counter (the first special symbol or the second special symbol, whichever has been shifted for the random number) stored in the RAM 76, and sets the subtracted value to the "activation memory number at the start of fluctuation". As a result, the display mode of the memory number by the first special symbol activation memory lamp 34a or the second special symbol activation memory lamp 35a changes (decreases by one) in the above-mentioned display output management process (step S210 in FIG. 13). After completing the procedure up to this point, the main control CPU 72 next executes step S2300.
[0237] Step S2300: The main control CPU 72 executes a jackpot determination process (internal lottery). In this process, the main control CPU 72 first sets a range of jackpot values and determines whether the read random number value is included within this range (first lottery execution means, second lottery execution means, lottery execution means). If the read random number value is included within the range of jackpot values, the main control CPU 72 sets a jackpot flag (01H) and proceeds to step S2400.
[0238] If the big win flag is not set, the main control CPU 72 next sets a range of small win values in the same big win determination process, and judges whether the read random number value is included within this range (first lottery execution means, second lottery execution means, lottery execution means). The "small win" here is other than a non-win (miss), but has a different nature from the "big win". In other words, the "big win" generates an opportunity (a turning point in the game) to transition to the above-mentioned "time-shortened state", but the "small win" does not generate such an opportunity. The "small win" is positioned as satisfying the condition for activating only the second variable winning device 31 (it does not satisfy the condition for activating the condition device). Furthermore, if the game ball passes through the specific area 31x during the "small win", it is positioned as developing into a "big win" (satisfying the condition for activating the condition device). In either case, if the read random number value is included in the range of the small win value, the main control CPU 72 sets the small win flag and proceeds to step S2400. In this manner, in this embodiment, the range of the big win value and the small win value is predefined in the program as the win range other than the non-win, but the big win determination table and the small win determination table by state may be written in advance in the ROM 74, and the big win determination may be performed by reading them and comparing them with the random number value.
[0239] In this embodiment, the probability of winning a big win is set to 1 in 300, and the probability of winning a small win is set to 1 in 40. However, these winning probabilities can be changed as appropriate depending on the game specifications. In order to satisfy these winning probabilities of winning a big win and small win, the range of the big win value and the range of the small win value are set by the main control CPU 72 and compared with the read random number value.
[0240] Step S2400: The main control CPU 72 judges whether or not the value (01H) was set to the jackpot flag in the previous jackpot judgment process. If the value (01H) was not set to the jackpot flag (No), the main control CPU 72 next executes step S2402.
[0241] Step S2402: The main control CPU 72 judges whether or not the value (01H) was set in the small hit flag in the previous big hit judgment process. If the value (01H) is not set in the small hit flag (No), the main control CPU 72 next executes step S2404. The main control CPU 72 may determine whether it is a big hit (for example, set 01H) or a small hit (for example, set 0AH) based on the value of the common hit flag, without separately preparing a big hit flag and a small hit flag.
[0242] Step S2404: The main control CPU 72 executes a process for determining a stop symbol when a loss occurs. In this process, the main control CPU 72 sets stop symbol number data when a loss occurs by the first special symbol display device 34 or the second special symbol display device 35. In addition, the main control CPU 72 generates a stop symbol command and a lottery result command (when a loss occurs) to be sent to the performance control device 124. These commands are sent to the performance control device 124 in the performance control output process (step S212 in FIG. 13).
[0243] In this embodiment, since 7-segment LEDs are used for the first special symbol display device 34 and the second special symbol display device 35, for example, the display mode of the stop symbol when losing can be always set to only one segment (the central bar "-") being lit, and the stop symbol number data can be fixed to one value (for example, 64H). In this case, the memory capacity used in the program can be reduced, the processing load of the main control CPU 72 can be reduced, and the processing speed can be improved.
[0244] Step S2405: Next, the main control CPU 72 executes a process of determining a variation pattern at the time of failure by referring to the variation pattern selection table (variation pattern definition means). In this process, the main control CPU 72 determines a variation pattern number at the time of failure for the special symbol (variation pattern selection means). The variation pattern number distinguishes the type (pattern) of the variation display of the special symbol, and corresponds to the variation time required for the variation display. The variation pattern includes various variation patterns such as normal variation (non-reach variation), reach variation, and super reach variation (similar to the case of a big win or a small win). Information on the variation pattern of the selected special symbol, including information on whether it is a special variation or not, is sent to the performance control device as a variation pattern command (similar to the case of a big win or a small win).
[0245] Here, since the variation time at the time of failure differs depending on whether or not the above-mentioned "time-shortened state" is in effect, in this process, the main control CPU 72 loads the game state flag and checks whether or not the current state is in the "time-shortened state". Even if the state is not in the "time-shortened state", except when a variation is made to execute a reach performance, the variation time at the time of failure may be shortened based on the "number of operation memories at the time of the start of the variable display (0 to 3)" set in step S2200 (for example, the number of operation memories at the time of the start of the variable display is 0 → about 12.5 seconds, the number of operation memories at the time of the start of the variable display is 1 → about 8 seconds, the number of operation memories at the time of the start of the variable display is 2 → about 5 seconds, and the number of operation memories at the time of the start of the variable display is 3 → about 2.5 seconds). The stop display time of the pattern at the time of failure is constant (for example, about 0.5 seconds) regardless of the variation pattern. Then, the main control CPU 72 sets the determined value of the variation time (at the time of failure) to the variation timer, and sets the value of the stop display time at the time of failure to the stop pattern display timer.
[0246] The above steps S2404 and S2405 are control procedures when the big win determination result is a miss (other than a non-win), but if the determination result is a big win (step S2400: Yes) or a small win (step S2402: Yes), the main control CPU 72 executes the following procedure. First, the case of a big win will be explained.
[0247] Step S2410: The main control CPU 72 executes a process for determining a symbol to be stopped at a jackpot (a means for determining a type of winning). In this process, the main control CPU 72 determines the type of the winning symbol (a symbol number to be stopped at a jackpot) for each special symbol (first special symbol or second special symbol) based on the jackpot symbol random number. The relationship between the jackpot symbol random number value and the type of the winning symbol is specified in advance in a special symbol determination data table (a means for specifying a type of winning). Therefore, the main control CPU 72 can refer to the jackpot symbol selection table in the process for determining a symbol to be stopped at a jackpot and determine the type of the winning symbol based on the jackpot symbol random number from the stored contents.
[0248] In this embodiment, multiple specifications can be realized. The first game specification is a specification for realizing a loop type of gameplay (a type in which the game can continuously shift to a time-shortened state until a small falling win is won). The second game specification is a specification for realizing a ST type of gameplay (a type in which the game can shift to a time-shortened state again if a win is won within a predetermined number of times). The two specifications will be explained in order below.
[0249] [First game specification (loop type)] In the case of the first game specification, the game content is controlled mainly using the tables in Figs. 20 and 21 and the processes in Figs. 34 and 35, etc. FIG. 20 is a diagram showing a winning stop symbol selection table (normal). In the case of a win during normal play (when the time-saving function is not activated), the "time-saving count," "number of small win display counts A," and "number of small win display counts B" are set according to the "winning pattern." If the "winning pattern" is "1st special pattern_3R (round) jackpot pattern 1", the "time-saving count" is set to "10", the "number of small wins displayed A" is set to "1", and the "number of small wins displayed B" is set to "10". If the "winning pattern" is "1st special pattern_3R jackpot pattern 2", the "time-saving number of times" is set to "10000", the "number of times small wins are displayed A" is set to "1", and the "number of times small wins are displayed B" is set to "1".
[0250] If the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1", the "time-saving number of times" is set to "10000", the "number of times small wins are displayed A" is set to "1", and the "number of times small wins are displayed B" is set to "10000". If the "winning pattern" is the "2nd special pattern_3R small win pattern 1", the "time-saving number of times" is set to "10000", the "small win display number of times A" is set to "1", and the "small win display number of times B" is set to "1". If the "winning pattern" is the "2nd special pattern_3R small win pattern 2", the "time reduction number of times" is set to "0", the "small win display number of times A" is set to "0", and the "small win display number of times B" is set to "0".
[0251] FIG. 21 is a diagram showing a winning stop symbol selection table (during time reduction). In the case of a win during the time-saving feature (when the time-saving feature is activated), the "number of times the time-saving feature is activated," "number of times small wins are displayed," and "number of times small wins are displayed B" are set according to the "winning symbol." If the "winning pattern" is "1st special pattern_3R jackpot pattern 1", the "time-saving number of times" is set to "10000", the "number of small wins displayed A" is set to "1", and the "number of small wins displayed B" is set to "1". If the "winning pattern" is "1st special pattern_3R jackpot pattern 2", the "time-saving number of times" is set to "10000", the "number of times small wins are displayed A" is set to "1", and the "number of times small wins are displayed B" is set to "1".
[0252] If the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1", the "time-saving number of times" is set to "10000", the "number of times small wins are displayed A" is set to "1", and the "number of times small wins are displayed B" is set to "10000". If the "winning pattern" is the "2nd special pattern_3R small win pattern 1", the "time-saving number of times" is set to "10000", the "small win display number of times A" is set to "1", and the "small win display number of times B" is set to "1". If the "winning pattern" is the "2nd special pattern_3R small win pattern 2", the "time reduction number of times" is set to "0", the "small win display number of times A" is set to "0", and the "small win display number of times B" is set to "0".
[0253] (※1) The “Time Saving Number of Times” indicates the number of times the special symbols can change during time-saving mode, and indicates the total number of times the first special symbol and the second special symbol can change. (※2) "Number of times small wins are displayed A" indicates the number of times the pattern that will activate the special electric device "3R small win pattern 1" is displayed. (※3) "Small Win Display Number B" indicates the number of times the pattern will be displayed to activate the special electric device with "3R Small Win Pattern 2".
[0254] [Second game specification (ST type)] In the case of the second game specification, the game content is controlled mainly using the tables in FIG. 22 to FIG. FIG. 22 is a diagram showing the relationship between the fluctuation pattern table and the fluctuation pattern offset. When the "fluctuation pattern table" is "fluctuation pattern table A", the "fluctuation pattern offset" is "0". The "fluctuation pattern table A" is the table that is referenced during normal operation. If the "fluctuation pattern table" is "fluctuation pattern table B", the "fluctuation pattern offset" is "1". "Fluctuation pattern table B" is the table that is referenced after the first jackpot.
[0255] If the "fluctuation pattern table" is "fluctuation pattern table C", the "fluctuation pattern offset" is "2". "Fluctuation pattern table C" is a table that is referenced after the first to third jackpots. If the "fluctuation pattern table" is "fluctuation pattern table D", the "fluctuation pattern offset" is "3". "Fluctuation pattern table D" is a table that is referenced after the fourth jackpot.
[0256] If the "fluctuation pattern table" is "fluctuation pattern table E", the "fluctuation pattern offset" is "4". "Fluctuation pattern table E" is a table that is referenced after the first big win.
[0257] Each table contains multiple fluctuation patterns, and one of the fluctuation patterns in the table is selected by lottery. The fluctuation times of each table are relatively (on average) as follows: "Fluctuation Pattern Table A" > "Fluctuation Pattern Table B" > "Fluctuation Pattern Table C" > "Fluctuation Pattern Table D" > "Fluctuation Pattern Table E". Note that the relationship between "Fluctuation Pattern Table B" > "Fluctuation Pattern Table C" > "Fluctuation Pattern Table D" > "Fluctuation Pattern Table E" is not limited to this, and the magnitude relationship may be reversed or may be the same.
[0258] The fluctuation patterns included in "Fluctuation Pattern Table A" are fluctuation patterns used in the non-time-shortened state. The fluctuation patterns included in "Fluctuation Pattern Table B," "Fluctuation Pattern Table C," and "Fluctuation Pattern Table D" are individual fluctuation patterns used in the time-shortened state. The fluctuation patterns included in "Fluctuation Pattern Table E" are common fluctuation patterns used in the time-shortened state. Also, the number of big wins in the figure is the number of big wins when the time-shortening state is continuously shifted to. This point is the same in Figures 23 to 26.
[0259] FIG. 23 shows a special fluctuation pattern table after the first jackpot during normal play. When the first jackpot during normal play is executed and the "winning symbol" is the "1st special symbol_3R jackpot symbol 1", the "number of time-saving times" is set to "50" and the "number of special variations" is set to "50". In this case, when the number of fluctuations after the end of the jackpot is "1 to 50", "fluctuation pattern table B" is used, and when the number of fluctuations after the end of the jackpot is "51 or more", "fluctuation pattern table A" is used.
[0260] When the first jackpot during normal play is executed and the "winning pattern" is the "1st special pattern_3R jackpot pattern 2", "2nd special pattern_3R small jackpot pattern 1" or "2nd special pattern_10R small jackpot pattern 1", the "number of time-saving times" is set to "100" and the "number of special variations" is set to "100". In this case, when the number of fluctuations after the end of the jackpot is "1 to 100", "fluctuation pattern table C" is used, and when the number of fluctuations after the end of the jackpot is "101 or more", "fluctuation pattern table A" is used.
[0261] When the first jackpot during normal play is executed and the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1", the "number of time-saving times" is set to "10000" and the "number of special variations" is set to "10000". In this case, when the number of fluctuations after the end of the jackpot is "1 to 10000", "fluctuation pattern table E" is used, and when the number of fluctuations after the end of the jackpot is "10001~", "fluctuation pattern table A" is used.
[0262] FIG. 24 shows a special fluctuation pattern table after the second or third jackpot during the time-saving period. If the second or third jackpot occurs during the time-saving feature and the "winning symbol" is the "1st special symbol_3R jackpot symbol 1," "1st special symbol_3R jackpot symbol 2," "2nd special symbol_3R small jackpot symbol 1," or "2nd special symbol_10R small jackpot symbol 1," the "number of times the time-saving feature is played" is set to "100," and the "number of times special fluctuations" is set to "100." In this case, when the number of fluctuations after the end of the jackpot is "1 to 100", "fluctuation pattern table C" is used, and when the number of fluctuations after the end of the jackpot is "101 or more", "fluctuation pattern table A" is used.
[0263] If the second or third jackpot occurs during the time-saving feature and the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1," the "number of time-saving features" is set to "10,000" and the "number of special variations" is set to "10,000." In this case, when the number of fluctuations after the end of the jackpot is "1 to 10000", "fluctuation pattern table E" is used, and when the number of fluctuations after the end of the jackpot is "10001~", "fluctuation pattern table A" is used.
[0264] FIG. 25 is a diagram showing a special fluctuation pattern table after the 4th to 9999th jackpots during the time-saving period. If the 4th to 9999th jackpot is hit during the time-saving feature and the "winning symbol" is the "1st special symbol_3R jackpot symbol 1," "1st special symbol_3R jackpot symbol 2," "2nd special symbol_3R small jackpot symbol 1," or "2nd special symbol_10R small jackpot symbol 1," the "number of times the time-saving feature is played" is set to "100," and the "number of times special fluctuations" is set to "100." In this case, when the number of fluctuations after the end of the jackpot is "1 to 100", "fluctuation pattern table D" is used, and when the number of fluctuations after the end of the jackpot is "101 or more", "fluctuation pattern table A" is used.
[0265] If the 4th to 9999th jackpot is hit during the time-saving feature and the "winning symbol" is the "2nd special symbol_3R jackpot symbol 1", the "number of time-saving features" is set to "10000" and the "number of special variations" is set to "10000". In this case, when the number of fluctuations after the end of the jackpot is "1 to 10000", "fluctuation pattern table E" is used, and when the number of fluctuations after the end of the jackpot is "10001~", "fluctuation pattern table A" is used.
[0266] FIG. 26 shows the special fluctuation pattern table after the 10,000th jackpot during the time-saving period. If the 10,000th jackpot during the time-saving period is executed and the "winning pattern" is the "1st special pattern_3R jackpot pattern 1", "1st special pattern_3R jackpot pattern 2", "2nd special pattern_3R jackpot pattern 1", "2nd special pattern_3R small jackpot pattern 1" or "2nd special pattern_10R small jackpot pattern 1", the "number of time-saving periods" will be set to "0" and the "number of special variations" will be set to "0". In this case, when the number of fluctuations after the end of the jackpot is "1~", "Fluctuation Pattern Table A" is used.
[0267] FIG. 27 is a diagram showing the values of the fluctuation pattern selection state flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 0 (when a normal win occurs). If the "winning pattern" is the "1st special pattern_3R jackpot pattern 1", the "variation pattern selection state flag" is set to "1", and the "variation pattern selection counter" is set to "50". If the "winning pattern" is the "1st special pattern_3R big win pattern 2", "2nd special pattern_3R small win pattern 1" or "2nd special pattern_10R small win pattern 1", the "variation pattern selection status flag" is set to "2" and the "variation pattern selection counter" is set to "100". If the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1", the "variation pattern selection state flag" is set to "4", and the "variation pattern selection counter" is set to "10000".
[0268] FIG. 28 is a diagram showing the values of the fluctuation pattern selection state flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 9998 and 9999 (when a win occurs during the time-saving period). If the "winning pattern" is "1st special pattern_3R big win pattern 1", "1st special pattern_3R big win pattern 2", "2nd special pattern_3R small win pattern 1" or "2nd special pattern_10R small win pattern 1", the "variation pattern selection status flag" is set to "2" and the "variation pattern selection counter" is set to "100". If the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1", the "variation pattern selection state flag" is set to "4", and the "variation pattern selection counter" is set to "10000".
[0269] FIG. 29 is a diagram showing the value of the fluctuation pattern selection state flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 2 to 9997 (when a win occurs during the time-saving). If the "winning pattern" is "1st special pattern_3R big win pattern 1", "1st special pattern_3R big win pattern 2", "2nd special pattern_3R small win pattern 1" or "2nd special pattern_10R small win pattern 1", the "variation pattern selection status flag" is set to "3" and the "variation pattern selection counter" is set to "100". If the "winning pattern" is the "2nd special pattern_3R jackpot pattern 1", the "variation pattern selection state flag" is set to "4", and the "variation pattern selection counter" is set to "10000".
[0270] FIG. 30 is a diagram showing the values of the fluctuation pattern selection state flag and the fluctuation pattern selection counter that are set when the time-saving limiter count is 1 (when a win occurs during the time-saving and the limiter is reached). If the "winning pattern" is "1st special pattern_3R big win pattern 1", "1st special pattern_3R big win pattern 2", "2nd special pattern_3R big win pattern 1", "2nd special pattern_3R small win pattern 1" or "2nd special pattern_10R small win pattern 1", the "variation pattern selection status flag" is set to "0" and the "variation pattern selection counter" is set to "0".
[0271] FIG. 31 is a diagram showing the relationship between the variation pattern selection status flag, the variation pattern selection counter, and the variation pattern offset. When the "variation pattern selection state flag" is "0" and the "variation pattern selection counter" is "0", the "variation pattern offset" becomes "0". When the "variation pattern offset" is "0", the "variation pattern table A" is used to select a variation pattern (see FIG. 22).
[0272] When the "variation pattern selection state flag" is "1" and the "variation pattern selection counter" is "1 to 50", the "variation pattern offset" is "1". When the "variation pattern offset" is "1", the "variation pattern table B" is used to select a variation pattern (see FIG. 22).
[0273] When the "variation pattern selection state flag" is "2" and the "variation pattern selection counter" is "1 to 100", the "variation pattern offset" is "2". When the "variation pattern offset" is "2", the "variation pattern table C" is used to select a variation pattern (see FIG. 22).
[0274] When the "variation pattern selection state flag" is "3" and the "variation pattern selection counter" is "1 to 100", the "variation pattern offset" is "3". When the "variation pattern offset" is "3", the "variation pattern table D" is used to select a variation pattern (see FIG. 22).
[0275] When the "variation pattern selection state flag" is "4" and the "variation pattern selection counter" is "1 to 10000", the "variation pattern offset" is "4". When the "variation pattern offset" is "4", the "variation pattern table E" is used to select a variation pattern (see FIG. 22).
[0276] In this embodiment, a plurality of winning symbols are prepared as the winning symbols selectively determined at the time of a big win or a small win. In this embodiment, the selection ratio of the winning symbols selected at the time of a big win or a small win in the corresponding internal lottery is different between the first special symbol and the second special symbol.
[0277] For example, if the result of the current internal lottery corresponds to a jackpot, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number, and selects one of the multiple winning symbols at a predetermined selection ratio. The predetermined selection ratio can be set arbitrarily according to the game specifications.
[0278] In addition, when the main control CPU 72 selects the winning symbol, it generates a stop symbol command at that time. The generated stop symbol command is sent to the performance control device 124, for example, in the performance control output process. In addition, the main control CPU 72 determines the stop symbol number at the time of the big win for the first special symbol based on the selected winning symbol.
[0279] [See Figure 19: Special Pattern Change Pre-Processing] Step S2412: Next, the main control CPU72 executes a process for determining a fluctuation pattern at the time of a big win (fluctuation pattern determination means) by referring to the fluctuation pattern selection table (fluctuation pattern definition means). In this process, the main control CPU72 determines the fluctuation pattern (fluctuation time and stop display time) of the first special symbol or the second special symbol based on the fluctuation pattern determination random number shifted in the previous step S2200. In addition, the main control CPU72 sets the determined value of the fluctuation time in the fluctuation timer, and sets the value of the stop display time in the stop symbol display timer. In general, in the case of a fluctuation of a reach for a big win, a longer fluctuation time is determined than in the case of a miss.
[0280] Step S2414: Next, the main control CPU 72 executes a reserve area setting process at the time of a big win. In this process, the main control CPU 72 executes a process of setting the time reduction count, the special fluctuation count, the fluctuation pattern selection state flag, the fluctuation pattern selection counter, the small win display count, etc., in the reserve area according to the winning symbol and the limiter count, etc. Also, when the winning symbol is a symbol that is to be shifted to the time reduction state after the end of the big win game, the main control CPU 72 sets the time reduction function reserve flag in the reserve area of the RAM 76 to ON (01H).
[0281] Furthermore, the main control CPU 72 determines the display mode of the stop pattern (jackpot pattern) by the first special pattern display device 34 or the second special pattern display device 35 based on the jackpot stop pattern number. In addition, the main control CPU 72 generates a lottery result command (at the time of a jackpot) together with the above-mentioned stop pattern command (at the time of a jackpot). These stop pattern command and lottery result command are also transmitted to the performance control device 124 in the performance control output process.
[0282] Step S2407: The main control CPU 72 executes a process for determining a symbol to be stopped at a small win (winning type determining means). In this process, the main control CPU 72 determines the type of winning symbol at the time of a small win (symbol number to be stopped at a small win) based on the winning symbol random number. Here, too, the relationship between the random number value of the winning symbol and the type of winning symbol at the time of a small win is specified in advance by a winning symbol selection table or the like (winning type specifying means). In this embodiment, the winning symbol at the time of a small win is determined using the winning symbol random number to reduce the load on the main control CPU 72, but a separate dedicated random number may be used.
[0283] Step S2408: Next, the main control CPU72 executes a process for determining a fluctuation pattern at the time of a small win by referring to the fluctuation pattern selection table (fluctuation pattern definition means). In this process, the main control CPU72 determines the fluctuation pattern (fluctuation time and stop display time) of the second special symbol based on the fluctuation pattern determination random number shifted in the previous step S2200 (fluctuation pattern selection means). In addition, the main control CPU72 sets the determined value of the fluctuation time to the fluctuation timer, and sets the value of the stop display time to the stop symbol display timer.
[0284] Step S2409: Next, the main control CPU 72 executes a process for setting a reserve area at the time of a small win. In this process, the main control CPU 72 executes a process for setting the number of time-saving times, the number of special variations, the variation pattern selection state flag, the variation pattern selection counter, the number of small wins displayed, etc., in the reserve area according to the winning symbol and the number of limiters, etc. Also, the main control CPU 72 determines the display mode of the stop symbol (small win symbol) by the second special symbol display device 35 based on the stop symbol number at the time of a small win. In addition, the main control CPU 72 generates a stop symbol command and a lottery result command (at the time of a small win) to be sent to the performance control device 124. These stop symbol commands and lottery result commands are also sent to the performance control device 124 in the performance control output process.
[0285] Step S2415: Next, the main control CPU 72 executes special symbol variation start processing. In this processing, the main control CPU 72 selects variation pattern data based on the variation pattern number (miss / win). In addition, the main control CPU 72 sets a variation start flag for the special symbol in the flag area of the RAM 76. Then, the main control CPU 72 generates a variation start command to be sent to the performance control device 124. This variation start command is also sent to the performance control device 124 in the above-mentioned performance control output processing. After completing the above steps, the main control CPU 72 sets the special symbol variation processing (step S3000) as the next jump destination and returns to the special symbol game processing.
[0286] [Figure 18: Processing during special symbol fluctuation, processing during special symbol stop display] In the special symbol variable process, the main control CPU 72 loads the variable timer value from the register to the timer counter as described above, and then decrements the timer counter value according to the passage of time (the number of clock pulse counts or the interrupt counter value).Then, while referring to the timer counter value, the main control CPU 72 controls the variable display of the special symbol as described above until the timer counter value becomes 0.When the timer counter value becomes 0, the main control CPU 72 sets the special symbol stop display process (step S4000) as the next jump destination.
[0287] In addition, in the special symbol stop display processing, the main control CPU 72 controls the stop display of the special symbol based on the stop symbol determined in the stop symbol determination processing (steps S2404, S2407, and S2410 in FIG. 19). In addition, the main control CPU 72 generates a symbol stop command to be sent to the performance control device 124. The symbol stop command is sent to the performance control device 124 in the above-mentioned performance control output processing. When the stopped symbol is displayed for a predetermined time in the special symbol stop display processing, the main control CPU 72 erases the symbol change flag.
[0288] [Special pattern memory area shift processing] Fig. 32 is a flow chart showing an example of the procedure of the special symbol memory area shift process. In the previous special symbol variation pre-processing, if the value of the operation memory counter corresponding to the first special symbol or the second special symbol is greater than "0" (step S2100 in Fig. 19: Yes), the main control CPU 72 executes this special symbol memory area shift process. Each procedure will be explained below.
[0289] Step S2210: The main control CPU 72 checks whether or not an activation memory corresponding to the second special symbol remains. This check can be performed by referring to the value of the second special symbol activation memory number counter stored in the RAM 76. If the value of the activation memory number counter corresponding to the second special symbol is 1 or more (Yes), the main control CPU 72 proceeds to step S2212.
[0290] Step S2212: The main control CPU 72 designates the second special symbol as the special symbol to be shifted in the memory area. This designation is performed by setting "02H" as the target symbol designation value, for example.
[0291] Step S2214: On the other hand, if the value of the activation memory counter corresponding to the second special symbol is 0 (step S2210: No), the main control CPU 72 designates the first special symbol as the special symbol to be shifted in the memory area. In this case, the designation is performed by setting "01H" as the target symbol designation value, for example.
[0292] Step S2216: For the special symbol designated in either step S2212 or step S2214, the main control CPU 72 shifts the random number storage area of the RAM 76. Note that the specific processing contents are as already described in the special symbol variation pre-processing.
[0293] Step S2218: Next, the main control CPU 72 subtracts the value of the working memory counter for the target special symbol. For example, if the target for shifting the memory area this time is the second special symbol, the main control CPU 72 subtracts (-1) from the value of the working memory counter corresponding to the second special symbol.
[0294] Step S2220: Then, the main control CPU 72 sets the "number of activation memories at the time of fluctuation start" from the value of the activation memory counter after subtraction. Note that here, for both the first special symbol and the second special symbol, the "number of activation memories at the time of fluctuation start" may be set after adding the values of the activation memory counter.
[0295] Step S2222: The main control CPU 72 also checks whether the special symbol to be shifted this time is the second special symbol or not. Step S2224: If the target is the second special symbol (Step S2222: Yes), the main control CPU 72 sets the performance command when the number of working memories is decreased for the second special symbol. The performance command set here is also generated as a one-word command, but its configuration is in contrast to the above-mentioned "performance command when the number of working memories is increased." That is, the performance command when the number of working memories is decreased is obtained by adding the value of the lower byte (e.g., "00H" to "03H") representing the number of working memories after the decrease to the preceding value of the upper byte (e.g., "BCH") representing the command type, and further adding (logical OR) an additional value (e.g., "10H") meaning "a decrease in the number of working memories due to consumption." Therefore, the second digit of the lower byte becomes "1" by logical ORing the additional value "10H," and this value represents "the result of a decrease in the number of working memories (change information)." In other words, if the lower byte of the command is "13H", it means that the number of activation memories up to the previous time "4" (command notation is "14H") has been reduced by one, resulting in the current number of activation memories being "3" (command notation is "13H"). Similarly, if the lower byte is "12H" to "10H", it means that the number of activation memories up to the previous time "3" to "1" (command notation is "13H" to "11H") has been reduced by one, resulting in the current number of activation memories being "2" to "0" (command notation is "12H" to "10H"). The preceding value "BCH" above is a value that indicates that the current performance command is an activation memory number command for the second special pattern.
[0296] Step S2226: If the current target is the first special symbol (step S2222: No), the main control CPU 72 sets an effect command for the first special symbol when the number of activation memories decreases. The command in this case is the same as the above except that the preceding value is a value (e.g., "BBH") that indicates that the number of activation memories is a command for the first special symbol.
[0297] Step S2228: Then, the main control CPU 72 executes a performance command output process. This process is for transmitting the performance command set in the previous step S2224 or step S2226 when the number of operating memories is reduced to the performance control device 124 (memory number notification means). After completing the above steps, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 19).
[0298] [Special pattern stop display processing] Next, Fig. 33 is a flowchart showing an example of a procedure for processing during the stop display of a special symbol. Each procedure will be described below.
[0299] Step S4100a: The main control CPU 72 executes a process of checking whether or not it is the time when the fluctuation is stopped (when the fluctuation is stopped, before the subtraction of the stopped symbol display timer starts). As a result, if it is confirmed that the fluctuation has stopped (Yes), the main control CPU 72 executes steps S4100b and S4100c. On the other hand, if it is not confirmed that the fluctuation has stopped (No), the main control CPU 72 executes step S4100.
[0300] Step S4100b: The main control CPU 72 executes a time-saving end determination process. In this process, a process of determining whether or not to end the time-saving state is executed depending on the type of small winning symbol or the like is executed.
[0301] Step S4100c: The main control CPU 72 executes a process of decrementing the variation pattern selection counter. Specifically, the main control CPU 72 executes a process of decrementing (-1) the variation pattern selection counter. In addition, in this process, a process of decrementing (-1) the special variation count may be executed.
[0302] Step S4100: The main control CPU 72 subtracts (decrements by the interrupt period) the value of the stopped symbol display timer.
[0303] Step S4200: Then, the main control CPU 72 judges whether the stopped display time has ended based on the value of the stopped symbol display timer subtracted this time. Specifically, if the value of the stopped symbol display timer is not 0 or less, the main control CPU 72 judges that the stopped display time has not yet ended (No). In this case, the main control CPU 72 returns to the special symbol game processing, and jumps from the execution selection processing (step S1000 in FIG. 18) in the next interruption period to repeatedly execute the special symbol stopped display processing.
[0304] On the other hand, if the value of the stopped symbol display timer is equal to or less than 0, the main control CPU 72 determines that the stopped display time has ended (Yes). In this case, the main control CPU 72 next executes step S4250.
[0305] Step S4250: The main control CPU 72 generates a symbol stop command and a stop display time end command. The symbol stop command and the stop display time end command are sent to the performance control device 124 in the performance control output process. The main control CPU 72 also erases the symbol changing flag here. The "stop display time end command" is a command indicating that the stop display time of the special symbol has ended (elapsed).
[0306] Step S4300: Here, the main control CPU 72 checks whether the value of the big win flag (01H) is set. If the value of the big win flag (01H) is set (Yes), the main control CPU 72 next executes step S4350.
[0307] [When elected] Step S4350: The main control CPU 72 sets the jump destination of the jump table to "variable winning device management process". The main control CPU 72 executes a process to set various functions to inactivation in this process. Specifically, the time-saving function is deactivated. As a result, the state is shifted to the normal state (non-time-saving state) before the special game (big role) starts.
[0308] When the above procedure is completed at the time of a big win, the main control CPU 72 returns to the special symbol game processing.
[0309] [When not elected] In contrast, in cases other than a jackpot, the following procedure is executed. That is, if the main control CPU 72 determines in step S4300 that the value of the jackpot flag (01H) is not set (No), it then executes step S4600.
[0310] Step S4600: The main control CPU 72 next checks whether the value of the small win flag (01H) is set. If the value of the small win flag (01H) is not set and it is simply a miss (No), the main control CPU 72 next executes step S4601.
[0311] Step S4601: The main control CPU 72 executes a process of determining whether or not to reset the time-saving limiter count. Specifically, the main control CPU 72 executes a process of determining whether or not to reset the time-saving limiter count.
[0312] Step S4602: The main control CPU 72 sets the address of the special symbol variation pre-processing as the jump destination address of the jump table.
[0313] Step S4605: On the other hand, if the value of the small win flag (01H) is set (step S4600: Yes), the main control CPU 72 sets the address of the variable winning device management process as the jump destination address of the jump table. After completing the above procedure, the process returns to the special symbol game process.
[0314] [Time-saving end determination process (first procedure example)] 34 is a flowchart showing a first example of a procedure of the time-saving end determination process. The procedure will be described below.
[0315] Step S4661: The main control CPU 72 executes a process of confirming whether or not the time-saving function is in operation (whether or not the time-saving function operation flag is on). As a result, when it is confirmed that the time-saving operation is in progress (Yes), the main control CPU 72 executes step S4662. On the other hand, when it is not confirmed that the time-saving operation is in progress (No), the main control CPU 72 returns to the special symbol stop display processing (FIG. 33).
[0316] Step S4662: The main control CPU 72 executes a process to check whether or not a small win has been achieved. As a result, if it is confirmed that the small win is a win (Yes), the main control CPU 72 executes step S4663. On the other hand, if it is not confirmed that the small win is a win (No), the main control CPU 72 executes step S4666.
[0317] Step S4663: The main control CPU 72 executes a process to check whether the winning symbol is the small winning symbol 1 or not. As a result, if it is confirmed that the winning symbol is the small winning symbol 1 (Yes), the main control CPU 72 executes step S4668. On the other hand, if it is not confirmed that the winning symbol is the small winning symbol 1 (No), the main control CPU 72 executes step S4664.
[0318] Step S4664: The main control CPU 72 executes a process of updating the small win display count B by subtracting 1 from the count.
[0319] Step S4665: The main control CPU 72 executes a process to check whether the value of the small win display count B has changed from "1" to "0". As a result, when it is confirmed that the value of the small hit display count B has changed from "1" to "0" (Yes), the main control CPU72 executes step S4668. On the other hand, when it is not confirmed that the value of the small hit display count B has changed from "1" to "0" (No), the main control CPU72 executes step S4666.
[0320] Step S4666: The main control CPU 72 executes a process of updating the time-saving count by subtracting 1 from the count.
[0321] Step S4667: The main control CPU 72 executes a process to check whether the value of the time-saving count has changed from "1" to "0". As a result, when it is confirmed that the value of the time-saving count has changed from "1" to "0" (Yes), the main control CPU 72 executes step S4668. On the other hand, when it is not confirmed that the value of the time-saving count has changed from "1" to "0" (No), the main control CPU 72 returns to the special symbol stop display process (FIG. 33).
[0322] Step S4668: The main control CPU 72 executes a process to stop the operation of the time reduction function. Specifically, the main control CPU 72 executes a process to set the time reduction function operation flag to "0". This ends the time reduction state.
[0323] Step S4669: The main control CPU 72 executes a process of setting the limiter clear confirmation flag to ON. Specifically, the main control CPU 72 executes a process of setting the limiter clear confirmation flag to ON (01H). After completing the above process, the main control CPU 72 returns to the special symbol stop display process (FIG. 33).
[0324] [Time-saving end determination process (second procedure example)] FIG. 35 is a flow chart showing a second procedure example of the time-saving end determination process. The procedure will be explained below. The difference between the first and second procedure examples is that the change in the value of the small win display count A is confirmed. The other points are the same. Therefore, in the following explanation, the same parts as in the first procedure example are assigned the same step numbers as in the first procedure example, and duplicate explanations will be omitted.
[0325] Step S4663: The main control CPU 72 executes a process to check whether the winning symbol is the small winning symbol 1 or not. As a result, if it is confirmed that the winning symbol is the small winning symbol 1 (Yes), the main control CPU 72 executes step S4663a. On the other hand, if it is not confirmed that the winning symbol is the small winning symbol 1 (No), the main control CPU 72 executes step S4664.
[0326] Step S4663a: The main control CPU 72 executes a process of updating the small hit display count A by subtracting 1.
[0327] Step S4663b: The main control CPU 72 executes a process to check whether the value of the small win display count A has changed from "1" to "0". As a result, when it is confirmed that the value of the small hit display count A has changed from "1" to "0" (Yes), the main control CPU72 executes step S4668. On the other hand, when it is not confirmed that the value of the small hit display count A has changed from "1" to "0" (No), the main control CPU72 executes step S4666. The subsequent processing is substantially the same as that in the first procedure example, and therefore a description thereof will be omitted.
[0328] [Display output management process] Next, Fig. 36 is a flow chart showing a configuration example of the display output management process (step S210 in Fig. 13) executed in the interrupt management process. The display output management process includes a subroutine group of a special symbol display setting process (step S1200), a normal symbol display setting process (step S1210), a status display setting process (step S1220), an operation memory display setting process (step S1230), and a continuous operation count display setting process (step S1240).
[0329] Of these, the special pattern display setting process (step S1200), the normal pattern display setting process (step S1210), and the operation memory display setting process (step S1230) are processes which, as already mentioned, generate and output drive signals to be applied to each LED of the first special pattern display device 34, the second special pattern display device 35, the normal pattern display device 33, the normal pattern operation memory lamp 33a, the first special pattern operation memory lamp 34a, and the second special pattern operation memory lamp 35a.
[0330] The state display setting process (step S1220) and the continuous operation count display setting process (step S1240) are processes for generating and outputting drive signals to be applied to each LED of the game state display device 38. First, in the state display setting process, the main control CPU 72 controls the lighting of the time-saving state display lamp 38e according to the value of the time-saving function operation flag. For example, if the value (01H) is set in the time-saving function operation flag when the pachinko machine 1 is powered on, the main control CPU 72 outputs a lighting signal to the LED corresponding to the time-saving state display lamp 38e, regardless of whether the power is turned on or not. Furthermore, the main control CPU 72 controls the lighting of the launch position designation display lamp 38f according to the special game management status. For example, when the first variable winning device 30 or the second variable winning device 31 is in an operation state due to a big win game or a small win game, the main control CPU 72 outputs a lighting signal to the LED corresponding to the launch position designation display lamp 38f. Furthermore, if the time-saving function activation flag is set to a value (01H), the main control CPU 72 outputs a lighting signal to the LED corresponding to the launch position designation indicator lamp 38f in addition to the time-saving state indicator lamp 38e. When the state transitions to the "time-saving state" after a jackpot game, the launch position designation indicator lamp 38f is lit from the start of the jackpot game until the end of the "time-saving state", and is turned off (OFF) when the "time-saving state" ends.
[0331] In addition, the main control CPU 72 controls the lighting of the jackpot type display lamps 38a, 38b in the continuous operation count display setting process. Specifically, the main control CPU 72 outputs a lighting signal to one of the jackpot type display lamps 38a, 38b based on the value of the continuous operation count status. At this time, the target to which the lighting signal is output is one of the display lamps 38a, 38b corresponding to the jackpot pattern specified by the value of the continuous operation count status. For example, if the value of the continuous operation count status specifies "3 rounds", the main control CPU 72 outputs a lighting signal to the lamp 38a representing "3 rounds (3R)". Also, if the value of the continuous operation count status specifies "10 rounds", the main control CPU 72 outputs a lighting signal to the lamp 38b representing "10 rounds (10R)".
[0332] [Variable prize device management process] Next, the details of the variable winning device management process will be described. Fig. 37 is a flow chart showing an example of the configuration of the variable winning device management process. The variable winning device management process includes a group of subroutines, including a game process selection process (step S5100), a large winning hole opening pattern setting process (step S5200), a large winning hole opening / closing operation process (step S5300), a large winning hole closing process (step S5400), and an end process (step S5500).
[0333] Step S5100: In the game process selection process, the main control CPU 72 selects the jump destination of the process to be executed next (one of steps S5200 to S5500). That is, the main control CPU 72 selects the program address of the process to be executed next from the jump table as the jump destination address, and sets the end of the variable winning device management process as the return address in the stack pointer. Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the operation (opening and closing operation) of the first variable winning device 30 or the second variable winning device 31 has not yet started, the main control CPU 72 selects the large winning opening opening pattern setting process (step S5200) as the next jump destination. On the other hand, if the large winning opening opening pattern setting process has already been completed, the main control CPU 72 selects the large winning opening opening opening operation process (step S5300) as the next jump destination, and if the large winning opening opening opening operation process has been completed, the main control CPU 72 selects the large winning opening closing process (step S5400) as the next jump destination. In addition, when the special prize opening / closing process and the special prize opening closing process are repeatedly executed for the set number of consecutive operations (number of rounds), the main control CPU 72 selects the end process (step S5500) as the next jump destination. Each process will be described in more detail below.
[0334] [Large prize opening pattern setting process] Fig. 38 is a flow chart showing an example of a procedure for setting a pattern of a large prize opening. This procedure is for setting conditions such as the number of times the first variable prize-winning device 30 and the second variable prize-winning device 31 are opened and closed when a large prize is won or when a small prize is won, and the time for each opening. Each procedure will be explained below.
[0335] Step S5202: The main control CPU 72 checks whether the value of the big win flag (01H) is set. If the result of this check is that the value of the big win flag (01H) is set (Yes), the main control CPU 72 next executes step S5203. On the other hand, if the value of the big win flag (01H) is not set (No), that is, if the value of the small win flag (01H) is set, the main control CPU 72 next executes step S5204.
[0336] Step S5203: The main control CPU 72 executes a process for setting a large prize opening pattern at the time of a big win. In this process, a large prize opening pattern corresponding to a winning symbol at the time of a big win is set based on a large prize opening pattern setting table by symbol at the time of a big win. The specific contents of the process will be described later with reference to another flowchart. The main control CPU 72 then executes step S5205.
[0337] Step S5204: The main control CPU 72 executes a process for setting a large prize opening pattern when a small prize is won. In this process, the opening pattern of the large prize opening is set based on a small prize opening pattern setting table for each symbol. The specific process will be described later with reference to another flowchart. The main control CPU 72 then executes step S5205.
[0338] Step S5205: After completing the above steps, the main control CPU 72 sets the next jump destination to the large prize opening opening / closing operation processing, and returns to the variable prize device management processing.
[0339] [Setting process for opening pattern of big prize hole at the time of big win] 39 is a flowchart showing an example of a procedure for setting a large prize opening pattern when a big win occurs. The contents will be explained below along with the procedure example.
[0340] Step S5210: The main control CPU 72 operates the condition device and the consecutive operation device of the accessory. Here, the "condition device" is a device whose operation is a necessary condition for the operation of the consecutive operation device of the accessory, and the "consecutive operation device of the accessory" is a device that can operate the first variable winning device 30 and the second variable winning device 31 consecutively. The "condition device" and the "consecutive operation device of the accessory" can also be flags for control. Therefore, unless this condition device is operated, it indicates that the first variable winning device 30 and the second variable winning device 31 will not operate in the big win game. The main control CPU 72 next executes step S5212. When the "condition device" is operated, the time reduction function operation flag can be set to "0" to end the time reduction state.
[0341] Step S5212: The main control CPU72 sets "big role start (during jackpot play)" as an internal state flag for control. The main control CPU72 also sets the value of the continuous operation count status and values required for executing the jackpot game (for example, opening time, ending time, etc.) according to the type of jackpot pattern. The main control CPU72 also generates a state command representing a jackpot. The state command representing a jackpot is transmitted to the performance control device 124 in the above-mentioned performance control output process. The main control CPU72 then executes step S5213.
[0342] Step S5213: The main control CPU 72 executes a limiter clear confirmation flag OFF setting process. Specifically, the main control CPU 72 executes a process of setting the limiter clear confirmation flag to OFF (00H).
[0343] Step S5214: The main control CPU 72 executes a process for selecting an opening pattern for each symbol at the time of a jackpot. In this process, the main control CPU 72 refers to a setting table for setting an opening pattern for each symbol at the time of a jackpot, and selects an opening pattern corresponding to the type of winning symbol for the special symbol. Here, the opening pattern represents a setting for operating the first variable winning device 30 or the second variable winning device 31, and represents, for example, the number of rounds to be executed, the opening time, the interval time, and the like. The main control CPU 72 then executes step S5216.
[0344] [Table for setting patterns for different symbols when hitting the jackpot] Figure 40 is a diagram showing an example of a table for setting opening patterns by symbols at the time of a big win. This table for setting opening patterns by symbols at the time of a big win defines the opening and closing operation patterns of the variable winning device (first variable winning device 30) for different winning symbols related to the special symbols. Specifically, the following opening patterns of the big winning port are defined for each winning symbol.
[0345] When the winning symbols match "1st special symbol_3R jackpot symbol 1", "1st special symbol_3R jackpot symbol 2", and "2nd special symbol_3R jackpot symbol 1", the type of variable winning device to be activated is the first variable winning device 30. In addition, the number of rounds executed is 3 rounds, and the opening time for opening the first big winning port 30b per round is 29.0 seconds. The interval time between each round is 1.0 second. Therefore, when these winning symbols match, 3 rounds' worth of balls can be won.
[0346] As described above, the main control CPU 72 sets the opening pattern of the big prize opening corresponding to the type of winning symbol by referring to the opening pattern setting table for each symbol at the time of big win.
[0347] [See Figure 39: Setting the pattern for opening the big prize hole when a big win occurs] Step S5216: The main control CPU 72 sets the operation of the first variable winning device 30. Specifically, the main control CPU 72 sets the type of the variable winning device to be operated for each round (1st round to final round) during the big win game in the first variable winning device 30 based on the opening pattern corresponding to the winning symbol. The main control CPU 72 then executes step S5218.
[0348] Step S5218: The main control CPU 72 sets the number of rounds to be executed. Specifically, the main control CPU 72 sets the number of rounds to be executed during the big win game based on the opening pattern corresponding to the winning symbol. The main control CPU 72 then executes step S5220.
[0349] Step S5220: The main control CPU 72 sets a jackpot opening timer. Specifically, the main control CPU 72 sets the opening time (opening timer) for each opening of the large prize winning hole for each round at the time of a jackpot. For example, if the opening timer value is set to about 29.0 seconds, the opening time will be sufficient for a ball to easily enter the first large prize winning hole 30b during one opening (for example, the time it takes for 10 or more game balls to be shot by the launch control board set 174, preferably 6 seconds or more). The main control CPU 72 then executes step S5222.
[0350] Step S5222: The main control CPU 72 sets an interval timer at the time of a jackpot. Specifically, the main control CPU 72 sets a waiting time (interval timer) between rounds at the time of a jackpot. For example, after the first big prize winning port 30b between the first and second rounds has finished opening and is temporarily closed, an interval timer of about 1.0 second is set. The main control CPU 72 then executes step S5224.
[0351] Step S5224: The main control CPU 72 generates a continuous operation count command. The continuous operation count command can be generated based on the number of execution rounds set in the previous process (step S5218). For example, if the number of execution rounds of the jackpot is "3 rounds", a value corresponding to "3 rounds" is generated as the continuous operation count command. The generated continuous operation count command is transmitted to the performance control device 124 in the above-mentioned performance control output process.
[0352] After completing the above steps, the main control CPU 72 returns to the special prize opening pattern setting process (FIG. 38).
[0353] [Setting the large prize opening pattern when a small prize is won] 41 is a flowchart showing an example of a procedure for setting a large prize opening pattern when a small prize is won. The following describes the procedure.
[0354] Step S5252: The main control CPU 72 sets "small win start (small win game in progress)" as an internal state flag on the control. In addition, the main control CPU 72 generates a state command representing a small win game in progress. The state command representing a small win game in progress is transmitted to the performance control device 124 in the performance control output process described above. The main control CPU 72 then executes step S5254.
[0355] Step S5254: The main control CPU72 executes a process for selecting an opening pattern at the time of a small win. In this process, the main control CPU72 refers to a small win opening pattern setting table and selects an opening pattern. Here, the opening pattern represents a setting for operating the first variable winning device 30 or the second variable winning device 31, such as the number of times of opening, the opening time, the interval time, the opening time of the specific area 31x, etc. The main control CPU72 then executes step S5256.
[0356] [Small hit release pattern setting table] Figure 42 is a diagram showing an example of a small win opening pattern setting table. This small win opening pattern setting table defines the opening and closing operation pattern of the variable winning device (second variable winning device 31) for different winning patterns related to the special pattern. Specifically, the following opening patterns of the large winning port are defined for each winning pattern.
[0357] When the "second special symbol_3R small winning symbol 1" is selected, the type of variable winning device to be operated is the second variable winning device 31. The second variable winning device 31 is opened 10 times, and each opening takes 0.18 seconds. The interval between each opening is 1.0 seconds.
[0358] When the "second special symbol_3R small winning symbol 2" is selected, the type of the variable winning device to be operated is the second variable winning device 31. In addition, the second variable winning device 31 is opened once, and the opening time for each time is 0.1 seconds.
[0359] When the "second special symbol_10R small win symbol 1" is selected, the type of variable winning device to be activated is the second variable winning device 31. The second variable winning device 31 is opened 10 times, and each opening takes 0.18 seconds. The interval between each opening is 1.0 seconds.
[0360] Regardless of which small winning pattern is matched, the time when the specific area 31x starts to open (the timing when the specific area solenoid 99 is turned ON and the specific area slide member 31c is activated) is 5.0 seconds after the second variable winning device 31 starts to open. In addition, the time when the opening of the specific area 31x ends (the timing when the specific area solenoid 99 is turned OFF and the specific area slide member 31c is deactivated) is 10.0 seconds after the opening of the second variable winning device 31 begins.
[0361] By setting the above, when the "second special pattern_3R small win pattern 1" or the "second special pattern_10R small win pattern 1" is selected, it is possible to make it easy to pass through the specific area 31x, and when the "second special pattern_3R small win pattern 2" is selected, it is possible to make it difficult to pass through the specific area 31x. In other words, the "second special pattern_3R small win pattern 2" is basically a small win (falling small win) for ending the time shortening state.
[0362] The opening of the specific area may be performed simultaneously with the opening of the large prize opening, and may be controlled in a sequence such as "0.04 seconds open -> 5.0 seconds closed -> 10 seconds open." In addition, the opening after closing may be performed without any time delay (without setting an opening time) to coincide with the end of the large prize opening. In other words, if a specific area that activates a condition device is provided within the large prize opening, it is necessary to open the specific area while the large prize opening is open (minimum 0.04 seconds), so in the case of a small win (small win for falling) to end the time-shortened state, the opening of the specific area may be performed simultaneously with the opening of the large prize opening.
[0363] [See Figure 41: Setting the large prize opening pattern when a small win occurs] Step S5256: The main control CPU 72 sets the operation of the second variable winning device 31. Specifically, the main control CPU 72 sets the type of the variable winning device to be operated during the small win game in the second variable winning device 31 based on the opening pattern corresponding to the small win. The main control CPU 72 then executes step S5258.
[0364] Step S5258: The main control CPU 72 sets the number of times to open. Specifically, the main control CPU 72 sets the number of times to open during the small win game based on the opening pattern corresponding to the small win. In this embodiment, the number of times to open is set to 1 or 10 times according to the small win pattern. The main control CPU 72 then executes step S5260.
[0365] Step S5260: The main control CPU 72 sets the small win opening timer. Specifically, the main control CPU 72 sets the opening time (opening timer) for each opening of the large prize opening based on the opening pattern corresponding to the small win. In this embodiment, the opening time is set to 0.18 seconds or 0.1 seconds depending on the small win pattern. The main control CPU 72 then executes step S5262.
[0366] Step S5262: The main control CPU 72 sets an interval timer for a small win. Specifically, the main control CPU 72 sets a waiting time (interval timer) between openings of the large prize winning port based on an opening pattern corresponding to a small win. In this embodiment, the interval timer is set to a predetermined time (for example, 1.0 second). The main control CPU 72 then executes step S5264.
[0367] Step S5264: The main control CPU 72 sets an opening timer for the specific area 31x (slide member 31c for specific area). Specifically, the main control CPU 72 sets the opening time (opening timer) for the specific area 31x during a small win game based on an opening pattern corresponding to the small win. In this embodiment, the specific area 31x is opened 5.0 seconds after the second variable winning device 31 starts to open, and the specific area 31x is closed 10.0 seconds after the second variable winning device 31 starts to open.
[0368] After completing the above steps, the main control CPU 72 returns to the special prize opening pattern setting process (FIG. 38).
[0369] [Big prize opening and closing process] 43 is a flow chart showing an example of a procedure for processing the opening and closing operation of the large prize opening. This process is mainly for controlling the opening and closing operation of the first variable prize winning device 30 and the second variable prize winning device 31. The procedure will be explained below.
[0370] Step S5302: The main control CPU 72 checks whether the current internal state is "big role in progress". Specifically, the main control CPU 72 accesses the flag buffer of the RAM 76, and checks whether the current internal state is "big role in progress" based on whether the flag "big role in progress (big win game in progress)" is set as the internal state flag for control. The flag "big role in progress (big win game in progress)" is set by the main control CPU 72 during the previous process (big win time big prize opening opening pattern setting process: step S5212) or during the specific area passing process described later. If the result of this check is that the current internal state is "big role in progress" (Yes), the main control CPU 72 next executes step S5306. On the other hand, if the current internal state is not "big role in progress" (No), the main control CPU 72 next executes step S5304.
[0371] Step S5304: The main control CPU 72 executes the second large prize opening opening opening / closing operation process. In this process, the main control CPU 72 performs a process to operate the second variable prize winning device 31 to open and close the second large prize winning opening 31b (output a drive signal to be applied to the second large prize winning opening solenoid 97) based on the set opening pattern. The specific contents of the process will be described further below with reference to another flowchart.
[0372] Step S5306: The main control CPU 72 executes the first large prize opening opening opening / closing operation process. In this process, the main control CPU 72 operates the first variable prize winning device 30 to open and close the first large prize opening 30b based on the set opening pattern (outputs a drive signal to be applied to the first large prize opening solenoid 90). The specific contents of the process will be described further below with reference to another flowchart.
[0373] After completing the above steps, the main control CPU 72 returns to the variable winning device management process (Figure 37).
[0374] [Second major prize opening and closing process] 44 is a flow chart showing an example of the procedure for the second large prize opening opening / closing operation process. The contents will be explained below along with the procedure example.
[0375] Step S5310: The main control CPU 72 opens the second large prize opening 31b. Specifically, the main control CPU 72 outputs a drive signal to be applied to the second large prize opening solenoid 97. This activates the second variable prize winning device 31 and transitions from a closed state to an open state. The main control CPU 72 then executes step S5312.
[0376] Step S5312: The main control CPU 72 executes an opening timer countdown process. Specifically, the main control CPU 72 executes a countdown of the opening timer set in the previous process (step S5260 or step S5264 of the process for setting the large prize opening opening pattern at the time of a small win (in FIG. 41)). In this process, in addition to the opening timer for opening the second large prize opening 31b, the opening timer for opening the specific area 31x (opening start time, opening end time) is also counted down. The main control CPU 72 then executes step S5314.
[0377] Step S5314: The main control CPU 72 executes a specific area opening / closing operation process. In this process, the main control CPU 72 executes a process of operating the specific area slide member 31c (outputting a drive signal to be applied to the specific area solenoid 99) to open or close the specific area 31x based on the set opening pattern. The specific contents of the process will be described later with reference to another flowchart. The main control CPU 72 then executes step S5316.
[0378] Step S5316: The main control CPU72 checks whether the opening time of the second large prize opening 31b has ended. Specifically, it checks whether the value of the opening timer for the second large prize opening 31b during the countdown process is equal to or less than 0. If the result of this check is that the opening time of the second large prize opening 31b has ended (Yes), the main control CPU72 next executes step S5322. On the other hand, if the opening time of the second large prize opening 31b has not ended (No), the main control CPU72 next executes step S5318.
[0379] Step S5318: The main control CPU 72 executes a winning ball count process. In this process, the number of game balls that have won in the second variable winning device 31 (the large winning port that is open) during the opening time is counted. Specifically, the main control CPU 72 increments the value of the count number based on the winning detection signal input from the second count switch 85 during the opening time. The main control CPU 72 then executes step S5320.
[0380] Step S5320: The main control CPU72 checks whether the current count is less than a predetermined number (10). This predetermined number, as described above, determines the upper limit of the number of winning balls (upper limit of the number of winning balls) permitted per opening at the time of a small win. If the count has not yet reached the predetermined number (No), the main control CPU72 returns to the variable winning device management process. Then, when the variable winning device management process is next executed, the jump destination is currently set to the large winning port opening and closing operation process, so the main control CPU72 repeatedly executes the above steps S5310 to S5320.
[0381] When it is determined in the above step S5316 that the release time has ended (Yes), or when it is confirmed in step S5320 that the count number has reached a predetermined number (Yes), the main control CPU 72 then executes step S5322. Note that, since the value of the release timer for release at the time of a small win is set to a short time (e.g., 1.8 seconds), usually, the main control CPU 72 determines in step S5316 that the release time has ended before it is confirmed in step S5310 that the count number has reached the predetermined number.
[0382] Step S5322: The main control CPU 72 closes the second large prize opening 31b. Specifically, the output of the drive signal applied to the second large prize opening solenoid 97 is stopped. This causes the second variable prize winning device 31 to return from the open state to the closed state. The main control CPU 72 then executes step S5324.
[0383] Step S5324: The main control CPU72 checks whether the specific area passing flag is ON. Specifically, the main control CPU72 accesses the flag buffer area of the RAM76 and checks whether the specific area passing flag is ON based on whether the value of the specific area passing flag is 01H. If the specific area passing flag is ON (Yes) as a result of this check, that is, if the game ball passes through the specific area 31x while the second large winning opening 31b is open during the small win game, the main control CPU72 next executes step S5326. On the other hand, if the specific area passing flag is not ON (No), that is, if the game ball does not pass through the specific area 31x while the second large winning opening 31b is open during the small win game, the main control CPU72 next executes step S5327a. Note that the specific area passing flag may be set to ON during the previous specific area opening / closing operation process (step S5314).
[0384] Step S5326: The main control CPU72 executes a process when passing through a specific area. In this process, the main control CPU72 executes a process of operating a condition device and a device for continuously operating a role based on the fact that the game ball passed through the specific area 31x while the second large winning port 31b is open during a small winning game, and executes a process of continuously operating the first variable winning device 30, that is, a process of starting a big winning game (special game via special game execution means). The specific contents of the process will be described further below with reference to another flowchart. The main control CPU72 then executes step S5327a.
[0385] Step S5327a: The main control CPU72 executes interval waiting processing. Specifically, the main control CPU72 executes countdown of the interval timer set in the previous processing (step S5265 of the processing for setting the large prize opening pattern at the time of small win (in FIG. 41)). Then, when the value of the interval timer becomes 0 or less, the main control CPU72 proceeds to step S5327b. Although not shown here, the main control CPU72 returns to the end address of the variable prize device management processing (FIG. 37) that is the call source from step S5327a at each interruption until the interval time has elapsed (until the interval timer value becomes 0). Then, when the large prize opening / closing operation processing is executed at the next call, step S5327a is executed directly instead of from the first step S5310.
[0386] Step S5327b: The main control CPU 72 increments the value of the second large prize opening count counter. Note that the value of the second large prize opening count counter is stored in the count area of the RAM 76 with the initial value set to 0, for example.
[0387] Step S5327c: The main control CPU72 checks whether the value of the second large prize opening counter after increment reaches the number of times set in the current round. Here, the reason why the "number of times set in the current round" is judged is to correspond to an opening pattern of, for example, "opening the second variable prize winning device 31 multiple times during one small win". Note that, when such an opening pattern is not adopted, the "number of times set in the current round" is set to one time for each round, so that the counter value reaches the set number of times with one opening and closing operation (Yes), and the main control CPU72 proceeds to step S5328.
[0388] On the other hand, when the opening pattern of "opening the second variable winning device 31 multiple times during one small win" is adopted, the counter value has not yet reached the set number of times at the end of one opening (No). In this case, when the main control CPU 72 returns to the variable winning device management process, the jump destination is currently set to the large winning port opening and closing process, so the above steps S5310 to S5327b are repeatedly executed. As a result, the opening count counter is incremented in step S5327b, and when the counter value reaches the set number of times (step S5327c; Yes), the main control CPU 72 next executes step S5328.
[0389] Step S5328: The main control CPU 72 sets the next jump destination to the large prize opening closing process and returns to the large prize opening opening opening operation process (FIG. 43). Then, when the variable prize winning device management process is executed next, the main control CPU 72 executes the large prize opening closing process next.
[0390] [Specific area opening / closing operation processing] 45 is a flowchart showing an example of a procedure for specific area opening and closing operation processing. The contents will be described below along with the example procedure.
[0391] Step S5330: The main control CPU 72 checks whether the opening time of the specific area 31x has started. Specifically, the main control CPU 72 checks whether the opening timer value for the opening start time for the opening of the specific area 31x, which has been counted down in the countdown process (step S5312), is 0, thereby checking whether the opening time of the specific area 31x has started. If the result of this check is that the opening time of the specific area 31x has started (Yes), the main control CPU 72 then executes step S5332. On the other hand, if the opening time of the specific area 31x has not started (No) or has already been opened, the main control CPU 72 then executes step S5334.
[0392] Step S5332: The main control CPU 72 opens the specific area 31x. Specifically, the main control CPU 72 outputs a drive signal to be applied to the specific area solenoid 99. This causes the specific area sliding member 31c to operate, and the specific area 31x transitions from the closed state to the open state. The main control CPU 72 then executes step S5334.
[0393] Step S5334: The main control CPU72 checks whether the gaming ball has passed through the specific area 31x. Specifically, the main control CPU72 accesses a storage area of the RAM76 and checks whether the specific area reserve flag is ON. As a result of this check, if it is confirmed that the specific area reserve flag is ON and the gaming ball has passed through the specific area 31x (Yes), the main control CPU72 next executes step S5336. On the other hand, if it is confirmed that the specific area reserve flag is OFF and the gaming ball has not passed through the specific area 31x (No), the main control CPU72 next executes step S5338.
[0394] Step S5336: The main control CPU 72 sets the specific area passing flag to ON. Specifically, the main control CPU 72 accesses the flag buffer area of the RAM 76 and sets the value of the specific area passing flag to 01H. The main control CPU 72 then executes step S5338. Note that the specific area passing flag and the specific area reserve flag are reset at the end of the big win game.
[0395] Step S5338: The main control CPU72 checks whether the open time of the specific area 31x has ended. Specifically, the main control CPU72 checks whether the open timer value for the open of the specific area 31x, which has been counted down in the countdown process (step S5312), is 0, thereby checking whether the open time of the specific area 31x has ended. If the result of this check is that the open time of the specific area 31x has ended (Yes), the main control CPU72 then executes step S5340. On the other hand, if the open time of the specific area 31x has not ended (No), the main control CPU72 returns to the second large prize opening opening and closing operation process (FIG. 44).
[0396] Step S5340: The main control CPU 72 closes the specific area 31x. Specifically, the main control CPU 72 stops the output of the drive signal applied to the specific area solenoid 99. This causes the specific area sliding member 31c to return from the open state (operated state) to the closed state (non-operated state).
[0397] After completing the above steps, the main control CPU 72 returns to the second large prize opening opening / closing operation processing (FIG. 44).
[0398] [Processing when passing through a specific area] 46 is a flowchart showing an example of a procedure for processing when passing through a specific area. The contents will be explained below along with the procedure example. Note that this process can only be executed when passing through a specific area for the first time during one small win game.
[0399] Step S5350: The main control CPU 72 resets the small win flag. Specifically, the main control CPU 72 accesses the flag buffer area of the RAM 76 and resets the value of the small win flag to 00H. The main control CPU 72 then executes step S5352.
[0400] Step S5352: The main control CPU 72 ends the small win game. Specifically, the main control CPU 72 erases "small win game in progress" from the internal state flag, and ends the small win game in the control process (small win end). The main control CPU 72 then executes step S5354.
[0401] Step S5354: The main control CPU 72 operates the condition device and the accessory continuous operation device. This allows the first variable winning device 30 to be continuously operated, and the big win game can be started. The main control CPU 72 then executes step S5356.
[0402] Step S5356: The main control CPU72 sets "big role start (during jackpot game)" as an internal state flag for control. The main control CPU72 also sets the value of the continuous operation count status and values required for executing the jackpot game (for example, opening time, ending time, etc.) according to the type of winning symbol. The main control CPU72 also generates a state command representing a jackpot. The state command representing a jackpot is transmitted to the performance control device 124 in the performance control output process described above. The main control CPU72 then executes step S5357.
[0403] Step S5357: The main control CPU 72 executes a limiter clear confirmation flag OFF setting process. Specifically, the main control CPU 72 executes a process of setting the limiter clear confirmation flag to OFF (00H).
[0404] Step S5358: The main control CPU 72 executes a process for selecting an opening pattern for each symbol when passing through a specific area. In this process, the main control CPU 72 refers to a table for setting an opening pattern for each symbol when passing through a specific area, and selects an opening pattern corresponding to the type of winning symbol when a small win occurs. The main control CPU 72 then executes step S5360.
[0405] Step S5360: The main control CPU72 sets the operation of the first variable winning device 30. Specifically, the main control CPU72 sets the type of the variable winning device to be operated for each round (2nd round to final round) during the big win game in the first variable winning device 30 based on the opening pattern corresponding to the winning symbol related to the special symbol when the small win is hit. The main control CPU72 then executes step S5362.
[0406] Step S5362: The main control CPU 72 sets the number of rounds to be executed. Specifically, the main control CPU 72 sets the number of rounds to be executed during the big win game based on the opening pattern corresponding to the winning symbol related to the special symbol when the small win occurs. The main control CPU 72 then executes step S5364.
[0407] Step S5364: The main control CPU 72 sets the opening timer at the time of the big win. Specifically, the main control CPU 72 sets the opening time (opening timer) per time when the big win opening is opened for each round at the time of the big win. In this embodiment, the opening timer is set for each round based on the opening time of the opening pattern corresponding to the winning symbol for the special symbol when the small win occurs. For example, if the value of the opening timer is set to about 29.0 seconds, the opening time is sufficient for a ball to easily enter the first big win opening 30b during one opening (for example, the time for 10 or more game balls to be shot by the launch control board set 174, preferably 6 seconds or more). On the other hand, if the value of the opening timer is set to about 0.5 seconds, the opening time is a time during which it is difficult for a ball to enter the first big win opening 30b during one opening. The main control CPU 72 then executes step S5366.
[0408] Step S5366: The main control CPU 72 sets an interval timer at the time of a big win. Specifically, the main control CPU 72 sets a waiting time (interval timer) between rounds at the time of a big win. The main control CPU 72 then executes step S5368.
[0409] Step S5368: The main control CPU 72 generates a continuous operation count command. The continuous operation count command can be generated based on the number of execution rounds set in the previous process (step S5362). Therefore, the continuous operation count command is generated based on the number of execution rounds of the opening pattern corresponding to the winning symbol related to the special symbol when a small win occurs. The generated continuous operation count command is transmitted to the performance control device 124 in the above-mentioned performance control output process. The main control CPU 72 then executes step S5370.
[0410] Step S5370: The main control CPU 72 executes a process for setting a time-saving function for each symbol when passing through a specific area. In this process, if the winning symbol for the special symbol when the small win occurs is a winning symbol that transitions to a time-saving state after the big win game ends, the main control CPU 72 sets a time-saving function standby flag to ON.
[0411] After completing the above steps, the main control CPU 72 returns to the second large prize opening opening / closing operation processing (FIG. 44).
[0412] [Table for setting patterns for opening by design when passing through specific areas] Figure 47 is a diagram showing an example of a table for setting an opening pattern for each symbol when passing through a specific area. This table for setting an opening pattern for each symbol when passing through a specific area defines the opening and closing operation pattern of the first variable winning device 30 for each round for different winning symbols related to the special symbols when a small win occurs. Specifically, the following opening patterns of the large winning port are defined for each winning symbol.
[0413] When the game ball passes through the specific area 31x matching the "second special pattern_3R small win pattern 1", the type of variable winning device to be activated is the first variable winning device 30. The number of rounds executed is 3 rounds. Note that this number of rounds executed includes the operation of the second variable winning device 31 that was opened in the small win, so in the big win game that will start from now, the number of rounds in the big win game will be 2 rounds, which is 3 rounds minus 1 round (same below). The opening time for opening the first big win port 30b per round is 29.0 seconds. The interval time provided between each round is 1.0 second.
[0414] When the game ball matches the "second special pattern_3R small win pattern 2" and passes through the specific area 31x, the type of variable winning device to be activated is the first variable winning device 30. The number of rounds executed is 3. The opening time for opening the first large winning port 30b per round is 29.0 seconds. The interval time between each round is 1.0 second.
[0415] When the game ball matches the "second special pattern_10R small win pattern 1" and passes through the specific area 31x, the type of variable winning device to be activated is the first variable winning device 30. The number of rounds executed is 10 rounds. The opening time for opening the first large winning port 30b per round is 29.0 seconds. The interval time provided between each round is 1.0 second.
[0416] As described above, the main control CPU 72 refers to the opening pattern setting table for each symbol when passing through the specific area and sets the opening pattern of the large prize opening corresponding to the type of winning symbol for the special symbol when a small win is achieved.
[0417] [First prize opening and closing process] 48 is a flow chart showing an example of the procedure for the first big prize opening opening / closing operation process. The following describes the example of the procedure.
[0418] Step S5380: The main control CPU 72 opens the first large prize opening 30b. Specifically, the main control CPU 72 outputs a drive signal to be applied to the first large prize opening solenoid 90. This activates the first variable prize device 30 and transitions from a closed state to an open state. The main control CPU 72 then executes step S5382.
[0419] Step S5382: The main control CPU 72 executes an open timer countdown process. Specifically, the main control CPU 72 executes the countdown of the open timer set in the previous process (step S5220 of the big win opening pattern setting process (in FIG. 39) or step S5364 of the specific area passing process (in FIG. 46)). The main control CPU 72 then executes step S5386.
[0420] Step S5386: The main control CPU 72 checks whether the opening time of the first large prize opening 30b has ended. Specifically, it checks whether the value of the opening timer for the first large prize opening 30b after the countdown process is equal to or less than 0. If the result of this check is that the opening time of the first large prize opening 30b has ended (Yes), the main control CPU 72 then executes step S5392. On the other hand, if the opening time of the first large prize opening 30b has not ended (No), the main control CPU 72 then executes step S5388.
[0421] Step S5388: The main control CPU 72 executes a winning ball count process. In this process, the number of game balls that have won in the first variable winning device 30 (the large winning port that is open) during the opening time is counted. Specifically, the main control CPU 72 increments the value of the count number based on the winning detection signal input from the first count switch 84 during the opening time. The main control CPU 72 then executes step S5390.
[0422] Step S5390: The main control CPU72 checks whether the current count is less than a predetermined number (10). This predetermined number, as described above, determines the upper limit of the number of winning balls (upper limit of the number of winning balls) permitted per opening (one round during a big win). If the count has not yet reached the predetermined number (Yes), the main control CPU72 returns to the variable winning device management process. Then, when the variable winning device management process is next executed, the jump destination is currently set to the big winning opening opening and closing operation process, so the main control CPU72 repeatedly executes the above steps S5380 to S5390.
[0423] When it is determined in the above step S5386 that the opening time has ended (Yes), or when it is confirmed in step S5390 that the count number has reached a predetermined number (No), the main control CPU 72 then executes step S5392. Note that, since the value of the opening timer is set to a short time (e.g., 0.5 seconds) during a round in which no balls are dispensed during opening at the time of a jackpot, the main control CPU 72 usually determines in step S5386 that the opening time has ended before it is confirmed in step S5390 that the count number has reached a predetermined number.
[0424] Step S5392: The main control CPU 72 closes the first large prize opening 30b. Specifically, the output of the drive signal applied to the first large prize opening solenoid 90 is stopped. This causes the first variable prize winning device 30 to return from the open state to the closed state. The main control CPU 72 then executes step S5394.
[0425] Step S5394: The main control CPU 72 executes interval waiting processing. Specifically, the main control CPU 72 executes countdown of the interval timer set in the previous processing (step S5222 of the large prize opening pattern setting processing at the time of big win (in FIG. 39) or step S5366 of the processing at the time of passing a specific area (in FIG. 46)). Then, when the value of the interval timer becomes 0 or less, the main control CPU 72 proceeds to step S5395. Although not shown here, the main control CPU 72 returns to the end address of the variable prize device management processing (FIG. 37) that is the call source from step S5394 at each interruption until the interval time has elapsed (until the interval timer value becomes 0). Then, when the large prize opening / closing operation processing is executed at the next call, step S5394 is executed directly, not from the first step S5380.
[0426] Step S5395: The main control CPU 72 increments the value of the opening number counter. Note that the value of the opening number counter is stored in the count area of the RAM 76, for example, with the initial value set to 0.
[0427] Step S5396: The main control CPU 72 checks whether the value of the opening count counter after increment has reached the number of times set in the current round. Here, the reason why the "number of times set in the current round" is judged is to correspond to an opening pattern of, for example, "opening the first variable winning device 30 multiple times in one round during a big win". In this embodiment, since such an opening pattern is not adopted in particular, the "number of times set in the current round" is set to one time for each round. Therefore, since the counter value usually reaches the number of times set in one opening and closing operation (Yes), the main control CPU 72 proceeds to step S5398.
[0428] In addition, when a pattern in which multiple opening and closing operations are repeated within one round as described above is adopted, the counter value has not yet reached the set number of times at the end of one opening (No). In this case, when the main control CPU72 returns to the variable prize winning device management process, the jump destination is currently set to the large prize opening opening and closing operation process, so the above steps S5380 to S5390 are repeatedly executed. As a result, the opening count counter is incremented in step S5395, and when the counter value reaches the set number of times (Yes), the main control CPU72 next proceeds to step S5398.
[0429] Step S5398: The main control CPU 72 sets the next jump destination to the large prize opening closing process, and returns to the large prize opening opening opening operation process (FIG. 43). Then, when the variable prize device management process is executed next, the main control CPU 72 executes the large prize opening closing process next.
[0430] [Big prize gate closing process] Fig. 49 is a flow chart showing an example of the procedure of the large prize opening closing process. This large prize opening closing process is for continuing or terminating the operation of the first variable prize winning device 30 and the second variable prize winning device 31. The procedure will be explained below.
[0431] Step S5401: First, the main control CPU 72 checks whether or not the current game is a big win (big win game), and if it is (Yes), the main control CPU 72 next executes step S5402.
[0432] Step S5402: The main control CPU 72 increments the round number counter. As a result, for example, when the first round ends and the second round starts, the value of the round number counter is "1". If the game ball passes through the specific area 31x during a small win game and a big win game starts after the small win ends, the opening of the second big winning hole 31b at the time of the small win is treated as the first round, and the first round at which the big win game starts is treated as the second round.
[0433] Step S5404: The main control CPU 72 checks whether the incremented value of the round number counter has reached the set number of rounds to be executed. Specifically, the main control CPU 72 refers to the incremented value of the round number counter (1 to 15), and if the value is less than the set number of rounds to be executed (14 after subtracting 1, or 15) (No), it then executes step S5405.
[0434] Step S5405: The main control CPU 72 generates a round number command from the current value of the round number counter. This command is transmitted to the performance control device 124 in the performance control output process as described above. The performance control device 124 can check the current number of rounds based on the received round number command.
[0435] Step S5406: The main control CPU 72 sets the next jump destination to the big prize opening opening / closing operation processing.
[0436] Step S5408: Then, the main control CPU 72 resets the winning ball number counter, and returns to the variable winning device management process.
[0437] When the main control CPU72 next executes the variable winning device management process, the main control CPU72 executes the next jump destination, the special prize opening opening / closing operation process, in the game process selection process (step S5100 in FIG. 37). After the special prize opening opening / closing operation process is executed, the main control CPU72 executes the special prize opening closing process again, and repeatedly executes the above steps S5402 to S5408. As a result, the opening / closing operation of the first variable winning device 30 is executed continuously until the actual number of rounds reaches the set number of executed rounds.
[0438] If the actual number of rounds reaches the set number of rounds to be executed (step S5404: Yes), the main control CPU 72 then executes step S5410.
[0439] Step S5410, Step S5412: In this case, the main control CPU 72 resets the round number counter (=0) and sets the next jump destination to the end process.
[0440] Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process. As a result, when the main control CPU 72 executes the variable winning device management process next time, the end process will be selected this time.
[0441] [When hitting a small hit] In contrast, in the case of a small hit, the following procedure is followed (special operation execution means). Step S5411: When the main control CPU 72 confirms that the current game is not a big win (step S5401: No), it increments the value of the opening number counter.
[0442] Step S5413: Next, the main control CPU72 checks whether the value of the opening count counter after increment has reached the set opening count. The opening count is the one set in the previous process of setting the large prize opening opening pattern at the time of a small win (step S5258 in FIG. 41). If the value of the opening count counter has not yet reached the set opening count (No), the main control CPU72 executes step S5416.
[0443] Step S5416: The main control CPU 72 sets the next jump destination to the big prize opening opening / closing operation processing. Step S5408: Then, the main control CPU 72 resets the winning ball number counter, and returns to the variable winning device management process.
[0444] When the main control CPU72 next executes the variable winning device management process, the main control CPU72 executes the next jump destination, the large prize opening opening / closing operation process, in the game process selection process (step S5100 in FIG. 37). After the execution of the large prize opening opening / closing operation process, the main control CPU72 executes the large prize opening closing process again, and repeats the above steps S5401 to S5413 (No), followed by steps S5416 and S5408. As a result, the opening / closing operation of the second variable winning device 31 is repeatedly executed until the actual number of openings reaches the set number of openings.
[0445] If the actual number of times that the reels are opened when a small win occurs reaches the set number of times that the reels are opened (step S5413: Yes), the main control CPU72 next executes step S5414.
[0446] Step S5414, Step S5412: In this case, the main control CPU 72 resets the opening number counter (=0) and sets the next jump destination to the end process.
[0447] Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process. As a result, when the main control CPU 72 executes the variable winning device management process next time, the end process will be selected this time.
[0448] [Termination process] 50 is a flow chart showing an example of the procedure of the termination process. This termination process is for preparing the conditions for terminating the operation of the first variable winning device 30 and the second variable winning device 31. The following is an explanation of the procedure.
[0449] Step S5502: The main control CPU 72 checks whether the value of the jackpot flag (01H) is set or not, and if the value of the jackpot flag is set (Yes), the main control CPU 72 then executes step S5503.
[0450] Step S5503, Step S5504: In this case, the main control CPU 72 resets the big win flag (00H). This ends the big win game state in the control process of the main control CPU 72. The main control CPU 72 also erases "Big Win" from the internal state flag here, and ends the big win game in the control process (big role end). The main control CPU 72 also resets the value of the continuous operation count status.
[0451] Step S5510: Next, the main control CPU 72 checks whether the value of the time-saving function preliminary flag is 01H. This flag is set in the preliminary area setting process at the time of the big win during the previous special symbol variation pre-processing (step S2414 in FIG. 19) or the time-saving function setting process by specific area passing pattern during the previous specific area passing process (step S5370 in FIG. 46).
[0452] Step S5511: If the value of the time-saving function reserve flag is 01H (step S5510: Yes), the time-saving function activation flag as a game status flag in the flag area of the RAM 76 is set to 01H (ON). If the value of the time-saving function reserve flag is not 01H (step S5510: No), the main control CPU 72 does not execute steps S5511 and S5512.
[0453] Step S5512: The main control CPU 72 also executes a preliminary area load process. Specifically, the main control CPU 72 executes a process of loading various values (time-saving count, special fluctuation count, fluctuation pattern selection state flag, fluctuation pattern selection counter, small win display count) set in the preliminary area at the start of fluctuation. For example, the values of the time-saving count, special fluctuation count, fluctuation pattern selection state flag, fluctuation pattern selection counter, and small win display count are stored in a predetermined area of the RAM 76. The time-saving count set here is the upper limit number of times that the fluctuation time of the special pattern is shortened in subsequent games. The special fluctuation count and the fluctuation pattern selection counter set here are the upper limit number of times when a special fluctuation is executed. Furthermore, the small win display count set here is the upper limit number of times that the small win display count is executed.
[0454] The above steps are for a big win, but in the case of a small win (step S5502: No), the following steps are executed.
[0455] Step S5520, Step S5522: In the case of a small win, the main control CPU 72 resets the value of the small win flag (00H) and erases "small win game in progress" from the internal state flag. Note that in the case of a small win, the internal condition device does not operate, so this procedure is simply for the purpose of erasing the flag.
[0456] Step S5513: The main control CPU 72 executes a time-saving limiter management process. Specifically, the main control CPU 72 executes a process for managing the time-saving limiter count.
[0457] Step S5513a: The main control CPU 72 executes a process of determining whether or not to reset the time-saving limiter count. Specifically, the main control CPU 72 executes a process of determining whether or not to reset the time-saving limiter count.
[0458] Step S5514: Then, the main control CPU 72 generates a state designation command based on the flag. Specifically, when the big win flag is reset or when the big win ends, a state designation command is generated that indicates the game state as "normal". Also, if the time-saving function activation flag is set, a state designation command is generated that indicates the internal state as "time-saving". These state designation commands are sent to the performance control device 124 in the performance control output process.
[0459] Step S5516: After the above steps, the main control CPU 72 sets the next jump destination to the special prize opening pattern setting process.
[0460] Step S5518: Then, the main control CPU 72 sets the jump destination in the execution selection process (step S1000 in FIG. 18) in the special symbol game process to the special symbol variation pre-processing. After completing the above procedure, the main control CPU 72 returns to the variable winning device management process.
[0461] [Time-saving limiter management process] 51 is a flowchart showing an example of a procedure for time-saving limiter management processing. Each procedure will be described below.
[0462] Step S5600: The main control CPU 72 checks whether the current winning is a winning in a non-time shortening state. Specifically, the main control CPU 72 stores the internal state at the time of the winning in the RAM 76, so that the internal state at the time of the winning can be checked.
[0463] As a result, if it is confirmed that the current winning is a winning in the non-time-shortened state, the main control CPU72 executes step S5602. On the other hand, if it is not confirmed that the current winning is a winning in the non-time-shortened state, the main control CPU72 executes step S5604.
[0464] Step S5602: The main control CPU 72 executes a process of setting the time-saving limiter number of times. Here, the time-saving limiter number of times indicates the number of consecutive times that special games (jackpot games) can be played consecutively. In this embodiment, a game specification is adopted in which 10,000 jackpot games are one set. The initial value of the time-saving limiter number of times (the value set after the first jackpot game ends) is "9999". The value of the time-saving limiter number of times is "9999" → "9998" → "9997"... and the limiter is reached at "1".
[0465] Step S5604: The main control CPU 72 executes a process of subtracting (−1) the time-saving limiter count.
[0466] Step S5606: The main control CPU 72 checks whether the value of the "time-saving limiter count" matches a specified value (upper limit value; for example, "1") or not.
[0467] As a result, when it is confirmed that the value of "time-saving limiter count" matches the specified value (Yes), the main control CPU 72 executes step S5608. On the other hand, when it is not confirmed that the value of "time-saving limiter count" matches the specified value, the main control CPU 72 returns to the end process (FIG. 50).
[0468] Step S5608: The main control CPU 72 executes processing for transitioning to the non-time reduction state. In this process, the main control CPU 72 executes a specified value reaching process that imposes a restriction on the transition to the time shortening state (specified value reaching process executing means). Specifically, the main control CPU 72 executes a process when a specified value is reached (i.e., a process of not changing the winning pattern and not shifting to the time-shortening state) by setting the number of time-shortening times to 0 even if the number of time-shortening times is set (a means for executing a process when a specified value is reached). The process when a specified value is reached may be a process of determining that the winning pattern does not shift to the time-shortening state even if the winning pattern corresponds to a winning pattern that shifts to the time-shortening state (i.e., a process of changing the winning pattern). Furthermore, the process when a specified value is reached may be a process of making the winning pattern that shifts to the time-shortening state unselectable when the specified value is reached, that is, a process of making only the winning pattern that does not shift to the time-shortening state selectable (a process of making all the winning patterns in the big win (the winning pattern selection table) to winning patterns that do not shift to the time-shortening state). As a result, a forced shift to the non-time-shortening state occurs when the limiter is reached.
[0469] Step S5609: The main control CPU 72 resets the time-saving limiter count (sets the time-saving limiter count to 0).
[0470] After completing the above processing, the main control CPU 72 returns to the termination processing (FIG. 50).
[0471] FIG. 52 is a flowchart illustrating an example of a procedure for limiter clear confirmation flag ON setting processing. Step S5610: The main control CPU 72 executes a process of setting the limiter clear confirmation flag to ON (01H). When the above processing is completed, the main control CPU 72 returns to the caller and continues processing.
[0472] FIG. 53 is a flowchart illustrating an example of a procedure for limiter clear confirmation flag OFF setting processing. Step S5620: The main control CPU 72 executes a process of setting the limiter clear confirmation flag to OFF (00H). When the above processing is completed, the main control CPU 72 returns to the caller and continues processing.
[0473] FIG. 54 is a flowchart illustrating an example of a procedure for determining whether or not to reset the time-saving limiter count. Step S5630: The main control CPU 72 executes a process of confirming whether the limiter clear confirmation flag is ON (01H) or not. As a result, if it is confirmed that the limiter clear confirmation flag is ON (Yes), the main control CPU 72 executes steps S5631 and S5632. On the other hand, if it cannot be confirmed that the limiter clear confirmation flag is ON (No), the main control CPU 72 returns to the caller and continues processing.
[0474] Step S5631: The main control CPU 72 executes a process of resetting the time-saving limiter number. Step S5632: The main control CPU 72 executes a process of setting the limiter clear confirmation flag to OFF (00H). When the above processing is completed, the main control CPU 72 returns to the caller and continues processing.
[0475] [Explanation about resetting the time-saving limiter count] The time-saving limiter count may be cleared in other ways than the "time-saving limiter management process (Fig. 51)". When the time-saving count becomes 0 and the time-saving (time-saving state) ends, or when a small win is won and the V is not passed (when the game ball does not pass through a specific area), the time-saving limiter count is reset in order to return to normal play (to transition to a non-time-saving state). In order to be able to reset the time-saving limiter count at such specific times, a limiter clear confirmation flag (RWM) is used to determine whether or not to reset the time-saving limiter count. Then, the time-saving limiter count is reset by executing the "time-saving limiter count reset determination process (Fig. 54)" in a specific process.
[0476] The timing for executing the "time-saving limiter count reset determination process (FIG. 54)" is as follows. (1) When the time for determining the special symbol (stop display time) has elapsed (step S4601 in FIG. 33) (2) When the big win or small win ending time has elapsed (step S5513a after the time-saving limiter management process of step S5513 in FIG. 50)
[0477] The timing for executing the "limiter clear confirmation flag ON setting process (FIG. 52)" is as follows. (1) When (after) the operation of the time-saving function is stopped in step S4668 in the time-saving end determination process (FIG. 34) (step S4669) (2) When (after) the operation of the time-saving function is stopped at step S4668 in the time-saving end determination process (FIG. 35) (step S4669)
[0478] Furthermore, the timing for executing the "limiter clear confirmation flag OFF setting process (FIG. 53)" is as follows. (1) At the start of the jackpot (when the jackpot opening time is set; step S5213 in FIG. 39) (2) When passing through a specific area during a small hit (only when passing through a specific area for the first time; step S5357 in FIG. 46)
[0479] For example, when the game is lost and the time-saving count becomes 0 and the time-saving ends, the time-saving limiter count is reset by executing the "Time-saving limiter count reset judgment process (Fig. 54)" when the time for determining the special pattern has elapsed, in order to turn the limiter clear confirmation flag ON when the operation of the time-saving function stops. Also, when a small win is won, the limiter clear confirmation flag is turned ON when the operation of the time-saving function is stopped as a result of subtracting the small win display count A or B. After that, if the game ball passes through a specific area in the small win process, the limiter clear confirmation flag is set to OFF, and if the game ball does not pass through the specific area, the limiter clear confirmation flag remains ON, and by executing the "Time-saving limiter count reset judgment process (Fig. 54)" when the ending time for the big win and small win has elapsed, both cases of resetting and not resetting the time-saving limiter count can be efficiently managed.
[0480] In this manner, in this embodiment, the limiter clear confirmation flag is set to ON or OFF so that the miss, small hit, and big hit processing is executed and the time-saving limiter count can be reset at any timing depending on the situation.
[0481] [Normal power abnormality entry error judgment processing] Figure 55 is a flowchart showing an example of a procedure for determining an error in a normal power supply abnormality. This procedure is called in the error management procedure (step S207a) of the interruption management procedure (Figure 13). The procedure will be described below.
[0482] Step S5700: The main control CPU 72 executes a process to check whether or not this is the first process since power-on. Whether or not this is the first process since power-on can be checked by a power-on flag. The power-on flag is turned off when the power is turned on, and turns on after this process has been executed once.
[0483] As a result, if it is confirmed that this is the first process since power-on (Yes), the main control CPU 72 executes steps S5701 and S5702. On the other hand, if it is not confirmed that this is the first process since power-on (No), the main control CPU 72 returns to the interrupt management process (FIG. 13).
[0484] Step S5701: The main control CPU 72 executes a process of setting a threshold value for n. The threshold value can be changed according to the specifications of the gaming machine. In this embodiment, n=3, but it can be a value of 1 to 10, etc.
[0485] Step S5702: The main control CPU 72 executes a process of setting the judgment counter to 0.
[0486] Step S5703: The main control CPU 72 executes a process to confirm whether or not a winning detection signal has been input from the right start winning port switch 82 corresponding to the second special symbol. As a result, when it is confirmed that the winning detection signal has been input (Yes), the main control CPU 72 executes step S5704. On the other hand, when it is not confirmed that the winning detection signal has been input (No), the main control CPU 72 returns to the interrupt management process (FIG. 13).
[0487] Step S5704: The main control CPU 72 executes a process to check whether or not the time-saving mode is in effect. As a result, when it is confirmed that the time is being reduced (Yes), the main control CPU 72 executes step S5705. On the other hand, when it is not confirmed that the time is being reduced (No), the main control CPU 72 returns to the interruption management process (FIG. 13).
[0488] Step S5705: The main control CPU 72 executes a process to check whether or not a normal electric role that has been activated during time reduction is in operation. For example, if the time reduction is in progress when the normal electric role is activated, a time reduction activation flag is set to ON, and if the flag is ON, it can be determined that a normal electric role that has been activated during time reduction is in operation even if the game ball does not enter during time reduction. As a result, when it is confirmed that the normal electric role that was operated during the time-saving is in operation (Yes), the main control CPU 72 executes step S5706. On the other hand, when it is not confirmed that the normal electric role that was operated during the time-saving is in operation (No), the main control CPU 72 returns to the interrupt management process (FIG. 13).
[0489] Step S5706: The main control CPU 72 executes a process to check whether m seconds have passed since the end of the time reduction. In this embodiment, m=4.0 (seconds), but m can be any value equal to or greater than 4.0 seconds. As a result, when it is confirmed that m seconds have elapsed since the end of the time reduction (Yes), the main control CPU 72 executes step S5707. On the other hand, when it is not confirmed that m seconds have elapsed since the end of the time reduction (No), the main control CPU 72 returns to the interrupt management process (FIG. 13).
[0490] Step S5707: The main control CPU 72 executes a process of incrementing (+1) the judgment counter.
[0491] Step S5708: The main control CPU 72 executes a process of checking whether the determination counter is equal to or greater than n. As a result, when it is confirmed that the judgment counter is n or more (Yes), the main control CPU 72 executes step S5709. On the other hand, when it is not confirmed that the judgment counter is n or more (No), the main control CPU 72 returns to the interrupt management process (FIG. 13).
[0492] Step S5709: The main control CPU 72 executes a process to turn on the normal power abnormality winning error flag. The normal power abnormality winning error flag and the judgment counter are initialized (off, cleared to zero) when a predetermined condition is satisfied (for example, after a certain time has passed or when a power outage occurs).
[0493] Step S5710: The main control CPU 72 executes a process for generating a normal power abnormality winning error occurrence designation command. The generated normal power abnormality winning error occurrence designation command is transmitted to the performance control device 124. After completing the above processing, the main control CPU 72 returns to the interrupt management processing (FIG. 13).
[0494] FIG. 56 is a diagram showing the operating pattern of a normal electric device. [Figure 56 (A): Time-shortened state] At time t0, the time reduction state is ON, and at time t2, the time reduction state is turned OFF.
[0495] [Figure 56 (B): Ordinary electric device] At time t1, which is before time t2, the normal electric role is activated, and at time t3, which is after time t2, the normal electric role is deactivated. This activation occurs during the time-saving state (or immediately before the time-saving state turns OFF), and the time-saving state ends after activation. The activation time T1 of the normal electric role includes the opening time (the time the solenoid is ON) and the closing time (the time the solenoid is OFF). The activation time T1 is, for example, 2.5 seconds.
[0496] [Figure 56 (C): Effective time] When the operation time of the normal electric device ends, the valid time T2 is set between time t3 and time t4. The valid time is the time during which the entry of the game ball into the normal electric device is valid even after the operation time of the normal electric device ends. The valid time T2 is, for example, 0.5 seconds.
[0497] [Figure 56 (D): Predetermined time] The time from time t2, which is the end of the time-shortened state, to time t5, which is after the end of the effective time T2, is the predetermined time T3. The predetermined time T3 is, for example, 4.0 seconds. The relationship between the times is (T1+T2)>T3.
[0498] [Game Flow (Part 1)] FIG. 57 is a diagram for explaining the game flow of the first game specification. In the case of the first game specification, [F1] the game starts in the normal mode (park mode). The "normal mode" is the "non-time shortening state."
[0499] When you win a jackpot in [F1] normal mode, [F2] the jackpot game (big bonus) is executed, and you move to [F3] challenge mode (in the case of the first special pattern_3R jackpot pattern 1) or [F4] drive mode (in the case of the first special pattern_3R jackpot pattern 2). [F3] challenge mode is a mode with 10 time reductions, and [F4] drive mode is a mode with 10,000 time reductions.
[0500] If a specific jackpot (2nd special pattern_3R jackpot pattern 1) is won in [F3] Challenge Mode or [F4] Drive Mode, [F5] Jackpot Game (Special Bonus) will be executed and the game will move to [F6] Space Mode. Basically, the small win symbol 2 has the role of ending the time shortening state with one win, but as an exception, in [F6] space mode, even if the small win symbol 2 is won once (until it is won 9999 times), the space mode will not end. For this reason, the space mode is a mode in which the next big win is probabilistically guaranteed.
[0501] [Game Flow (Part 2)] FIG. 58 is a diagram illustrating the game flow of the second game specification. In the case of the second game specification, [G1] the game starts in the normal mode (park mode). The "normal mode" is the "non-time shortening state."
[0502] When you win a jackpot in [G1] normal mode, [G2] the jackpot game (big bonus) is executed, and you move to [G3] short drive mode (in the case of 1st special pattern_3R jackpot pattern 1) or [G4] drive mode (in the case of 1st special pattern_3R jackpot pattern 2). [G3] short drive mode is a mode with 50 time reductions, and [G4] drive mode is a mode with 100 time reductions.
[0503] If the player wins multiple jackpots after switching to the [G3] short drive mode or the [G4] drive mode, the player will play multiple jackpots (big bonus) (G5) and switch to the [G6] high-speed drive mode. The [G6] high-speed drive mode is a mode that allows faster consumption (a shorter fluctuation pattern is selected) than the [G3] short drive mode or the [G4] long drive mode. When a specific jackpot (second special symbol_3R jackpot symbol 1) is hit in [G3] Short Drive Mode or [G4] Long Drive Mode, [G6] Jackpot Play (Special Bonus) is executed and the mode transitions to [G8] Super Drive Mode. [G8] Super Drive Mode is a mode with 10,000 time-saving cycles. Therefore, [G8] Super Drive Mode is a mode in which the next jackpot is probabilistically guaranteed. [G8] Super Drive Mode is a mode that allows for faster play (shorter fluctuation patterns are selected) than [G6] High-Speed Drive Mode.
[0504] It should be noted that these game flows show typical game flows and do not show all game flows.
[0505] [Example of a production image] Next, the performance images actually displayed on the liquid crystal display 42 in the pachinko machine 1 and the operation of the drum unit 200 will be described with some examples. As described above, when an internal lottery for a jackpot is performed in the pachinko machine 1, a variation pattern (variation time) is determined under the control of the main control CPU 72, and a variation display using the first special symbol and the second special symbol is performed (symbol display means). However, as described above, the first special symbol and the second special symbol themselves are displayed by lighting and blinking using a 7-segment LED, and therefore have little visual appeal. Similarly, the manner in which the first special symbol or the second special symbol is displayed by the first special symbol display device 34 or the second special symbol display device 35 is also a symbolic design using a 7-segment LED or the like, and also has little visual impact as a "winning symbol". Therefore, in the pachinko machine 1, a variation display performance and a stop display performance are performed using the liquid crystal display 42 and the drum unit 200.
[0506] In this embodiment, the LCD display 42 displays the performance pattern Hz (main pattern), marker M1, marker M2, fourth patterns Z1 and Z2, a background image corresponding to the stay mode, images related to preview performances, etc., and the drum unit 200 displays pseudo performance patterns such as pattern 7.
[0507] The performance symbols Hz displayed on the liquid crystal display 42 include, for example, three performance symbols, a left performance symbol, a center performance symbol, and a right performance symbol, which are displayed in a row from left to right on the screen of the liquid crystal display 42. The numbers "1" to "9" are displayed on each performance symbol. Here, the left performance symbol, center performance symbol, and right performance symbol all form a pattern row (performance symbol array) in which the numbers are arranged in descending order from "9" to "1". Such pattern rows are displayed in a changing manner, each flowing (scrolling) vertically.
[0508] The pseudo performance symbols displayed on the drum unit 200 include three symbols: a pseudo left performance symbol displayed on the left reel 201, a pseudo middle performance symbol displayed on the center reel 202, and a pseudo right performance symbol displayed on the right reel 203, which are displayed in a left, center, and right order on the display area of the drum unit 200. Each reel includes a 7 symbol, a panda symbol, and a cherry symbol, and the pseudo performance symbols are displayed in a variable manner as each reel rotates.
[0509] FIG. 59 and FIG. 60 are sequential diagrams showing examples of performance images corresponding to the variable display and the stop display of the special symbol. Here, an example of the variable display performance and the stop display performance performed using the liquid crystal display 42 and the drum unit 200 for the variation of the special symbol when it is not won (missed) is shown. This variable display performance corresponds to a series of performances performed from the start of the variable display of the special symbol (here, the first special symbol) until the stop display (including the fixed stop). Also, the stop display performance is a performance that shows that the special symbol is stopped and the result of the internal lottery at that time is displayed. Here, first, before explaining the specific contents of the control process, the basic flow of the variable display performance and the stop display performance for each variation adopted in this embodiment will be explained.
[0510] [Before change display] In FIG. 59 (A): For example, before the first special symbol starts to vary (not in a demo performance), a row of three performance symbols Hz is displayed in the lower right area of the liquid crystal display 42. At this time, the performance symbols Hz are also displayed in a stopped state in accordance with the stopped display of the first special symbol or the second special symbol.
[0511] In addition, in the lower left area of the liquid crystal display 42, markers (reference symbols M1 and M2 are attached in the figure) that indicate the number of operation memories of the first special pattern and the second special pattern are displayed. The number of these markers M1 and M2 indicates the number of operation memories of the corresponding first special pattern and second special pattern (the number of display of the first special pattern operation memory lamp 34a and the second special pattern operation memory lamp 35a), and the number of display increases and decreases in conjunction with the change in the number of operation memories during play. In addition, for the markers M1 and M2, in order to make it easy to visually distinguish, the marker M1 corresponding to the first special pattern is displayed as, for example, a circle (○), and the marker M2 corresponding to the second special pattern is displayed as, for example, a heart. In the illustrated example, the number of operation memories of the first special pattern is four when all four markers M1 are lit, and the number of operation memories of the second special pattern is zero when all markers M2 are hidden (indicated by dashed lines).
[0512] Also, a fourth pattern (with reference symbols Z1 and Z2 in the figure) is displayed in the lower right area of the liquid crystal display 42. The fourth patterns Z1 and Z2 are the "fourth performance pattern" following the left, center, and right performance patterns described above, and are displayed in a synchronized manner while the performance pattern Hz is being displayed. The fourth patterns Z1 and Z2 are simply marks (for example, a "□" shape) with colors added, and the display color can be changed to express the display. The fourth pattern Z1 corresponds to the first special pattern, and the fourth pattern Z2 corresponds to the second special pattern.
[0513] Also, the fourth symbols Z1 and Z2 are displayed stopped in a manner corresponding to a miss (for example, white display color). This is to objectively clarify that the stop display performance is performed correctly in response to the stop display of the first special symbol or the second special symbol, and that the pachinko machine 1 is operating normally. Therefore, if the result of the internal lottery is actually a "big win" or a "small win" rather than a "miss," the fourth symbols Z1 and Z2 are displayed stopped in a manner corresponding to the hit (for example, blue display color or red display color, etc.).
[0514] On the other hand, a panda symbol, which corresponds to a "miss," is displayed on the effective line in the middle row of the drum unit 200.
[0515] [Change display performance begins] In Fig. 59 (B): For examp...
Claims
[Claim 1] a state transition means for enabling a transition from a predetermined game state to an advantageous game state in which advantageous conditions are applied compared to the predetermined game state when a predetermined transition condition is satisfied, and for terminating the advantageous game state and enabling a transition to the predetermined game state when a predetermined termination condition is satisfied; an electric device that, when a predetermined operating condition is not satisfied, causes a difficult ball entry state in which it is difficult for a game ball to enter the starting winning hole, and, when the predetermined operating condition is satisfied, causes a transition to an easy ball entry state in which it is easier for a game ball to enter the starting winning hole than in the difficult ball entry state; and an abnormal winning error determination means for determining that an abnormal winning error has occurred when a predetermined number of game balls enter the start winning hole in a situation other than the first case in which a game ball enters the start winning hole in the advantageous game state, the second case in which a game ball enters the start winning hole while the electric device is in the ball-entering easy state in the advantageous game state, and the third case in which a game ball enters the start winning hole during a period from the end of the advantageous game state until a predetermined time has elapsed regardless of changes in the patterns after the end of the advantageous game state, The abnormal winning error determination means is capable of determining that an abnormal winning error has occurred when a predetermined number of game balls enter the start winning port in a situation other than the first, second, or third case, regardless of the number of times the pattern changes after the end of the advantageous game state.
Citation Information
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