Gaming Machines
Patent Information
- Application Number
- JP2022156428
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-29
- Publication Date
- 2025-02-13
- Estimated Expiration
- 2042-09-29
AI Technical Summary
【0007】 本発明によれば、遊技興趣を向上させることができる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Recently, pachinko gaming machines have become known that are equipped with an automatic operation function that, when the automatic operation setting of an operating means that can be operated by a player is turned ON, considers that the operating means has been operated at a predetermined timing during the operation valid period of the operating means (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-209449 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is still room for improvement in the automatic operation function of the operating means in order to increase the enjoyment of the game.
[0005] In view of the above circumstances, the present invention aims to improve the enjoyment of games. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises a control means capable of controlling a normal game and an advantageous game that is more advantageous to a player than the normal game, an operation means operable by a player, and a performance control means capable of executing a corresponding performance in response to an operation of the operation means during an operation valid period, and the performance control means A pattern change game that displays a changing pattern can be executed, and during the execution of the pattern change game, a preview effect that suggests the possibility that the advantageous game will be executed can be executed, and during the execution of the pattern change game, a specific reach effect that notifies whether the advantageous game will be executed or not can be executed, When a predetermined setting has been made by the player, the operation means is operated at a predetermined timing during the operation valid period. everyone and execute the corresponding effect. Deemed PressDuring the control of the advantageous game, the operation valid period can be generated, and the operation means is operated at a predetermined timing during the operation valid period. everyone Restricts the execution of the corresponding effects The preview performance includes a first preview performance in which the deemed press can be executed and a second preview performance in which the deemed press is not executed, the first preview performance may be executed using a predetermined color or a specific color different from the predetermined color, the second preview performance may be executed using the predetermined color or a specific color, and the first preview performance using the specific color is executed a second number of times more than the first number of times when the first preview performance using the specific color is executed. the degree of expectation that the advantageous game will be executed is higher when the second preview performance using the specific color is executed a first number of times, and when the second preview performance using the specific color is executed a second number of times which is greater than the first number of times, the degree of expectation that the advantageous game will be executed is constant; the first preview performance can be executed before the execution of the specific reach performance, and the first preview performance will not be executed during the execution of the specific reach performance; the second preview performance can be executed during the execution of the specific reach performance, and the second preview performance will not be executed before the execution of the specific reach performance. . [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of the appearance of a gaming machine according to an embodiment of the present invention. [Figure 2] 1 is a rear view of the appearance of a gaming machine according to an embodiment of the present invention. [Figure 3] FIG. 2 is a front view of the game board according to the embodiment of the present invention. [Figure 4] 1 is a block diagram of a gaming machine according to an embodiment of the present invention. [Figure 5] 1A and 1B are diagrams showing a special symbol winning determination table and a normal symbol winning determination table, respectively, according to an embodiment of the present invention. [Figure 6] 1A and 1B are diagrams showing (A) a special symbol determination table, (B) a normal symbol determination table, and (C) details of rounds for each winning special symbol according to an embodiment of the present invention. [Figure 7] FIG. 2 is a game state transition diagram according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing a special symbol variation pattern table according to an embodiment of the present invention. [Figure 9] 1A and 1B are diagrams showing a determination information storage area in a main RAM and a counter in the main RAM according to an embodiment of the present invention; [Figure 10] FIG. 10 is a diagram showing a command table (1 / 2) according to an embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing a command table (2 / 2) according to an embodiment of the present invention. [Figure 12]10 is a flowchart showing a main control board main process according to the embodiment of the present invention. [Figure 13] 10 is a flowchart illustrating a setting value change process according to the embodiment of the present invention. [Figure 14] 10 is a flowchart illustrating a setting value confirmation process according to the embodiment of the present invention. [Figure 15] 10 is a flowchart illustrating a main control board timer interrupt process according to an embodiment of the present invention. [Figure 16] 4 is a flowchart showing an input switch detection process according to the embodiment of the present invention. [Figure 17] A flowchart showing the processing when the first starting port is detected in an embodiment of the present invention. [Figure 18] 10 is a flowchart showing a special symbol-related process according to an embodiment of the present invention. [Figure 19] 10 is a flowchart showing the processing at the start of special pattern variation according to an embodiment of the present invention. [Figure 20] 10 is a flowchart showing processing during special pattern fluctuation according to an embodiment of the present invention. [Figure 21] 10 is a flowchart showing processing for each game state according to an embodiment of the present invention. [Figure 22] 10 is a flowchart showing a winning game process according to an embodiment of the present invention. [Figure 23] 10 is a flowchart showing the main processing of the performance control board according to an embodiment of the present invention. [Figure 24] 10 is a flowchart illustrating the timer interrupt processing of the performance control board according to an embodiment of the present invention. [Figure 25] 10 is a flowchart showing a main command receiving process (1 / 2) according to the embodiment of the present invention. [Figure 26] 10 is a flowchart showing a main command receiving process (2 / 2) according to the embodiment of the present invention. [Figure 27] 1 is a diagram showing a notice determination table 1 (pre-reach notice) according to an embodiment of the present invention. FIG. [Figure 28]FIG. 10 is a diagram showing a dialogue advance decision table according to an embodiment of the present invention. [Figure 29] FIG. 10 is a diagram showing a button vibration notification determination table according to an embodiment of the present invention. [Figure 30] FIG. 2 is a diagram showing a notice determination table 2 (reach notice) according to an embodiment of the present invention. [Figure 31] 1A and 1B are diagrams showing (a) a logo preview determination table and (b) a vehicle group preview determination table according to an embodiment of the present invention. [Figure 32] FIG. 10 is a diagram showing (a) a notice determination table 3 (super reach notice_conversation notice) according to an embodiment of the present invention, and (b) a notice determination table 4 (super reach notice_cut-in notice). [Figure 33] FIG. 10 is a diagram showing (c) a notice determination table 5 (judgment during super reach) according to an embodiment of the present invention, and (d) a diagram showing a performance button determination table. [Figure 34] A figure showing the manner in which the hold change button is displayed in an embodiment of the present invention. [Figure 35] 10A and 10B are diagrams showing aspects of dialogue previews according to an embodiment of the present invention; [Figure 36] 10A and 10B are diagrams showing aspects of button vibration notification according to an embodiment of the present invention; [Figure 37] 1 is a diagram showing an aspect of a logo preview according to an embodiment of the present invention; [Figure 38] A figure showing an aspect of vehicle group warning in an embodiment of the present invention. [Figure 39] A figure showing the state of a cut-in preview in an embodiment of the present invention. [Figure 40] 10A and 10B are diagrams showing aspects of judge presentation according to an embodiment of the present invention. [Figure 41] 1 is a diagram showing an aspect of a conversation preview according to an embodiment of the present invention; [Figure 42] 1 is a diagram showing an aspect of a conversation preview according to an embodiment of the present invention; [Figure 43] 1 is a diagram showing an aspect of a conversation preview according to an embodiment of the present invention; [Figure 44]A figure showing the form of promotion presentation during winning game in an embodiment of the present invention. [Figure 45] A figure showing the form of the presentation mode selection presentation in an embodiment of the present invention. [Figure 46] A figure showing the meter effects and revival effects of an embodiment of the present invention. [Figure 47] 1 is a simplified time chart (normal game state) of variable effects according to an embodiment of the present invention. [Figure 48] This is a simplified time chart of the variable effects (time-saving game mode, special game mode) according to an embodiment of the present invention. [Figure 49] FIG. 10 is a diagram showing an example of various settings (waiting for customers) according to an embodiment of the present invention. [Figure 50] FIG. 10 is a diagram showing an example of various settings (during a symbol variation game) according to an embodiment of the present invention. [Figure 51] FIG. 10 is a diagram illustrating an example of a notification mode of various settings according to an embodiment of the present invention. [Figure 52] 10A and 10B are diagrams illustrating an example of the light emission mode of the effect button LED according to an embodiment of the present invention. [Figure 53] FIG. 10 is a diagram illustrating an example of initialization of an automatic pressing function and the like according to an embodiment of the present invention. [Figure 54] FIG. 1 is a diagram illustrating an example of an overview of an automatic pressing function according to an embodiment of the present invention. [Figure 55] FIG. 1 is a diagram illustrating an example of an overview of an automatic pressing function according to an embodiment of the present invention. [Figure 56] 10A to 10C are diagrams illustrating the display modes of various images of normal variations according to an embodiment of the present invention. [Figure 57] 10A to 10C are diagrams illustrating the display modes of various images of super reach fluctuations in an embodiment of the present invention. [Figure 58] A figure showing details of the super reach variation presentation in an embodiment of the present invention. [Figure 59] A figure showing one aspect of a cut-in preview performance in an embodiment of the present invention. [Figure 60]A figure explaining an example of an action of a character who presses a performance button in an embodiment of the present invention. [Figure 61] FIG. 10 is a diagram (modified example) showing the correspondence between the effects and the automatic pressing function according to an embodiment of the present invention. [Figure 62] A figure (modified example) showing an example of the display mode of various images during super reach fluctuations in an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be specifically described with reference to the drawings, using a pachinko gaming machine 1 as an example. In the following description, "front," "rear," "left," "right," "upper," and "lower" refer to the pachinko gaming machine 1 shown in Figure 1 as seen from the player's side.
[0010] As shown in Figure 1, the pachinko game machine 1 has an outer frame 2 for installation on a game machine installation island (not shown) in an amusement parlor, a middle frame 3 that is pivotally supported by the outer frame 2 and that detachably holds a game board 6, a glass frame 4 that is pivotally supported by the middle frame 3 and faces the front of the game board 6, allowing the game board 6 to be seen through transparent glass, and a tray member 5 that is pivotally supported by the middle frame 3 and is located below the glass frame 4, and is capable of storing game balls.
[0011] The middle frame 3 is provided with a launching device for launching game balls into the play area 7 of the game board 6, and a launch handle 8 for operating the launching device. The launching handle 8 is held by a player and can be rotated within a predetermined range, and the amount of rotation (volume) can be used to adjust the launch strength of the game balls launched into the play area 7. For example, when the launching handle 8 is rotated a first amount (first launch strength), the game ball is launched to the left side of the play area 7 (play area 7a shown in FIG. 3) (so-called "left shot" is possible), and when the launching handle 8 is rotated a second amount (second launch strength) that is larger than the first amount, the game ball is launched to the right side of the play area 7 (play area 7b shown in FIG. 3) (so-called "right shot" is possible). The play area 7a forms a predetermined path, and the play area 7b forms a specific path.
[0012] A handle touch sensor (not shown) is provided on the firing handle 8. This handle touch sensor turns ON when the player is holding the firing handle 8, and the ON signal is input to the payout control board 300. This makes it possible to know that the firing handle 8 is being held by the player.
[0013] The glass frame 4 is provided with a light-emitting device 9 (lamp, LED, etc.), which can emit light to decorate the pachinko gaming machine 1. For example, in the special symbol winning determination process described below, when a winning is determined, the light can emit rainbow colors to notify the player that a winning has occurred.
[0014] The light-emitting device 9 includes an effect button LED provided in the effect button 14. The effect button LED is provided inside the effect button 14, and is covered from above with a transparent cover so that the light-emitting mode can be seen. For example, the effect button LED can emit light in white, blue, green, red, and rainbow colors.
[0015] In addition, a speaker 10 is provided in the glass frame 4 (above), and is capable of outputting music (BGM), voice, and sound effects. For example, when a normal game state described below is controlled, music corresponding to the normal game state can be output, when a time-saving game state (A, B) described below is controlled, music corresponding to the time-saving game state (A, B) can be output, and when a probability variable game state described below is controlled, music corresponding to the probability variable game state can be output. A lower speaker 10 is provided below the glass frame 4, and is capable of outputting voice and sound effects. The lower speaker 10 is provided with a speaker lamp (not shown), which lights up during the flash effect when a prize is won, as described below.
[0016] The light emitting device 9 and the speaker 10 can issue an abnormality alert when an abnormality occurs in the pachinko gaming machine 1. For example, the light emitting device 9 can emit light in a light emitting pattern dedicated to abnormality alert, and the speaker 10 can output a voice or warning sound that notifies the user of the specific details of the abnormality.
[0017] The tray member 5 is composed of an upper tray 5a and a lower tray 5b, and when the amount of game balls stored in the upper tray 5a exceeds a certain amount, the game balls are dispensed into the lower tray 5b. The tray member 5 is also provided with a ball removal button 11 for discharging the game balls stored in the upper tray 5a into the lower tray 5b at the end of a game, a ball lending button 12 for requesting the payout of game balls from a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the insertion port of the game ball lending device, a balance display 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0018] The tray member 5 is also provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect is executed to encourage the player to operate each operating means. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided integrally.
[0019] Also, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to vibrate them. For example, they may vibrate as a notice effect (see FIG. 36), or they may vibrate when announcing that a game will move to a winning game. Note that only one of the effect button 14 and the effect lever 15 may be provided, or multiple of either may be provided.
[0020] Furthermore, the effective operation time of the effect lever 15 may be set simultaneously with the effective operation time of the effect button 14, or vice versa. For example, if the effect lever 15 is operated in a scene that prompts the operation of the effect button 14, it may be determined that an operation input of the effect lever 15 has been made, and the corresponding effect may be executed.
[0021] The tray member 5 is also provided with a cross key button 16 that can be operated by the player to adjust the volume of the music (BGM), voice, and sound effects output from the speaker 10, adjust the amount of light emitted from the light-emitting device 9, and activate the menu screen to perform operations corresponding to each menu. Note that the cross key button 16 is an operation device for performing operations related to the menu screen, and a dedicated operation device for adjusting the volume and light amount may be provided separately and independently.
[0022] Furthermore, a decorative portion 2a is provided at the upper end of the outer frame 2. This decorative portion 2a extends further upward from the upper end of the outer frame and has a shape that resembles, for example, a character, making it visually impactful. On the other hand, some players may find it difficult to see the components (for example, the external information display 800) located behind the decorative portion 2a. The decorative portion 2a may always extend upward from the upper end of the outer frame 2, or may be configured to change from a stored state to an extended state when a predetermined trigger occurs.
[0023] Next, the configuration of the rear side of the pachinko gaming machine 1 will be explained based on Fig. 2. On the rear side of the pachinko gaming machine 1, various control boards such as a main control board 100, a performance control board 200, a payout control board 300, a payout device 304, and a power supply board 400, which will be described later, are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).
[0024] The main control board 100 is also provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that is rewritten as games are played in the area of the main RAM 103. For example, if the game parlor closes while the game is in the time-shortened game state (A or B), an administrator (e.g., a game parlor clerk) can turn on the power while pressing the RAM clear switch 105 to clear the game information in the time-shortened game state (A or B), and the game can be restarted from the normal game state when the parlor opens the next day.
[0025] The RAM clear switch 105 also functions as a switch for switching the setting value in a setting change state, which will be described later. Details will be described later with reference to a flowchart, but for example, in the case of six setting values, when the setting value "1" is displayed on the display 104, which will be described later, pressing the RAM clear switch 105 once switches the setting value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the setting value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the setting value switches to "4," "5," and "6," and when the setting value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the setting value from "6" to "1."
[0026] Although the RAM clear switch 105 is provided on the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, for example, as long as it can input to the main control board 100.
[0027] The main control board 100 is also provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of a plurality of setting levels, which will be described later. Specifically, when a setting change key (not shown) managed by a gaming parlor's staff is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON) while pressing the RAM clear switch 105, the machine enters a setting change state in which a setting value can be set. Details of the setting change state will be described later using a flowchart.
[0028] The setting change keyhole 31 is also used to check the currently set setting values. Specifically, when a setting change key managed by a staff member of the gaming parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (power SW400a is turned ON), the machine enters a setting check state in which the setting values can be checked. Details of the setting check state will be described later using a flowchart.
[0029] The setting change keyhole 31 can be rotated by the setting change key, and the main CPU 101 can detect three positions (states), for example, a vertical position, a horizontal position, and a diagonal position.
[0030] Although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.
[0031] The main control board 100 is also provided with a display 104. The display 104 is configured to display the setting value if the setting is changed or confirmed, and if the setting is not changed or confirmed, it displays game performance information calculated using the formula, for example, "(number of paid-out game balls in normal game mode ÷ number of out balls in normal game mode) × 100."
[0032] When the game performance information is not in a setting change state or setting confirmation state (for example, when interrupts are permitted in step S18 of FIG. 12), it is calculated at each interrupt (for example, every 4 ms), and the current section and three previous sections (one section before, two sections before, and three sections before) can be displayed at each predetermined display timing (for example, every 5 seconds). That is, the display switches as follows: display of the current section → predetermined time has elapsed (5 seconds have elapsed) → display of past section (1) → predetermined time has elapsed (5 seconds have elapsed) → display of past section (2) → predetermined time has elapsed (5 seconds have elapsed) → display of past section (3) → predetermined time has elapsed (5 seconds have elapsed) → display of the current section.
[0033] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or transparent synthetic resin, and has an image display device 26 detachably attached to the back side. The game board 6 is formed with a game area 7 in which game balls can roll, and is formed with an outer rail member 18 and an inner rail member 19 for guiding game balls shot out from the launching device to the game area 7. The game area 7 is also provided with a gate member 20 through which game balls can pass, a first start opening 21 through which game balls can enter, a stage 17 for facilitating entry into the first start opening 21, a second start opening 22 through which game balls can enter, a normal entry opening 23 through which game balls can enter, a large entry opening 24 through which game balls can enter when a winning game described below is being played, an outlet 25 for discharging game balls that do not enter any of the entry openings to outside the game area (a game ball discharge gutter), a movable body 28 that can move up and down, and other components such as game nails (not shown), a windmill, etc. In this embodiment, the entry of game balls into the first start opening 21, the second start opening 22, the normal entry opening 23, or the large entry opening 24 may be referred to as a "win," and the entry of game balls into the first start opening 21 or the second start opening 22 may be referred to as a "start entry."
[0034] The game area 7 has a game area 7a formed to the left of the center (a game area for so-called "left-handed hits") and a game area 7b formed to the right of the center (a game area for so-called "right-handed hits").
[0035] The gate member 20 is located in the right center of the gaming area 7, allowing the gaming ball to pass through when a so-called "right hit" is being performed, in which the gaming ball is launched to the right side of the gaming area 7. The gate member 20 is also always open upward, allowing the gaming ball to pass through at all times. When a gaming ball passes through the gate member 20 and is detected by the gate detection SW 20a, the "passing gate detection processing" described below is performed, and a "normal symbol hit determination processing" is performed to determine whether or not to protrude a protruding member (not shown) located in the second starting hole 22. After the normal symbol change time has elapsed, a "normal symbol change game" is executed in which the determination result of the normal symbol hit determination processing is derived. The gate member 20 may also be located in the left center of the gaming area 7.
[0036] When a normal symbol variation game based on passage through the gate member 20 is being played, if a game ball passes through the gate member 20 again, the execution of the normal symbol variation game based on that passage is put on hold, and up to four games can be put on hold, excluding the normal symbol variation game being played. Specifically, a pending memory area for the normal symbol changing game is provided in the main RAM 103, and as shown in Figure 9, this pending memory area is composed of a "change memory area" corresponding to the normal symbol changing game that is currently changing, a "first memory area" corresponding to the normal symbol changing game that will be played after the currently changing normal symbol changing game has ended, and then a "second memory area", a "third memory area", and a "fourth memory area".When the currently changing normal symbol changing game has finished changing, the judgment information (random number value) stored in the "first memory area" is moved to the "change memory area", the judgment information (random number value) stored in the "second memory area" is moved to the "first memory area", the judgment information (random number value) stored in the "third memory area" is moved to the "second memory area", the judgment information (random number value) stored in the "fourth memory area" is moved to the "third memory area", and the "fourth memory area" becomes empty.
[0037] The first starting hole 21 is located in the center of the game area 7. When a game ball is shot to the left side of the game area 7, i.e., when a so-called "left shot" is being performed, the game ball can enter the first starting hole 21. When a so-called "right shot" is being performed, the game ball cannot enter the first starting hole 21. The first starting hole 21 is always open upward, allowing the game ball to enter the first starting hole 21. When a game ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, for example, a "3" game ball is paid out as a prize ball. If any reserved memory area is empty in addition to the prize balls, a special symbol hit determination process is performed, and a special symbol, a decorative symbol image, and a fourth symbol image, which will be described later, are displayed in a variable manner. After a variable time has elapsed, the determination result of the special symbol hit determination process (the special symbol and the decorative symbol) is derived (determined and displayed) and a "pattern change game" is executed.
[0038] When a symbol change game based on a ball entering the first starting hole 21 is being played, if another game ball enters the first starting hole 21, the execution of the symbol change game based on the ball entering is suspended, and up to four symbols can be suspended, excluding the symbol change game being played.
[0039] Specifically, a reserved memory area for the symbol change game is provided in the main RAM 103, and as shown in Fig. 9, the reserved memory area is composed of a "relevant change memory area" corresponding to the currently changing symbol change game, a "first memory area" corresponding to the symbol change game to be played after the currently changing symbol change game has ended, and the following: a "second memory area," a "third memory area," and a "fourth memory area." Then, when the currently changing symbol change game has ended with determination information (random number values) stored in all reserved memory areas, the determination information (random number values) stored in the "first memory area" is moved to the "relevant change memory area," the determination information (random number values) stored in the "second memory area" is moved to the "first memory area," the determination information (random number values) stored in the "third memory area" is moved to the "second memory area," the determination information (random number values) stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. Although the first starting opening 21 is an entrance opening through which the game ball can enter, it may also be configured as a passage area through which the game ball can pass.
[0040] In addition, a start port light emitting device 21a is provided around the first start port 21. When a gaming ball enters the first start port 21, the start port light emitting device 21a emits light to notify the player that the ball has entered. When a hold-ahead reading effect (described later) is performed, the start port light emitting device 21a can emit light in the same color as the hold icon (or the variable icon) that is the target of the hold-ahead reading effect. This allows the player to recognize the color of the hold icon (or the variable icon) that has been hidden, even if the hold icon (or the variable icon) is temporarily hidden (e.g., during a super reach). The start port light emitting device 21a can emit light in the same color as the hold icon (or the variable icon) when the gaming ball enters the first start port 21, but it may also emit light in the same color as the hold icon (or the variable icon) when the gaming ball enters the second start port 22.
[0041] The second starting hole 22 is provided in the right center of the game area 7, and is capable of accepting game balls when a so-called "right-hand shot" is performed, in which the game ball is shot to the right side of the game area 7, but is not capable of accepting game balls when a so-called "left-hand shot" is performed. Unlike the first starting hole 21, the second starting hole 22 is not always open upward, and in principle does not allow game balls to enter (is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and only when this protruding member protrudes forward (when in an "open" state) is the second starting hole 22 capable of accepting game balls.
[0042] Regarding whether or not the protruding member is protruded forward to allow the game ball to enter, when a normal symbol win is determined in the normal symbol win determination process, it can be opened and closed in the opening and closing mode shown in "Opening and closing of second start port" in Fig. 6. When a game ball enters the second start port 22 and is detected by the second start port detection SW22a, for example, a "2" game ball is paid out as a prize ball, and if any reserved memory area is empty in addition to the prize ball, a symbol variation game is executed.
[0043] When a symbol change game based on a ball entering the second start port 22 is being played, if another game ball enters the second start port 22, the execution of the symbol change game based on that ball entry is put on hold, and up to "4" symbols can be put on hold, excluding the symbol change game being played. The specific configuration of the main RAM 103 related to the hold is the same as that of the first start port 21 described above, so a description thereof will be omitted.
[0044] Although a protruding member that can move back and forth is used as second starting opening 22, a so-called "electric tulip" with movable wings may also be used. Also, second starting opening 22 is an entrance through which game balls can enter, but it may also be configured as a passage area through which game balls can pass.
[0045] In this embodiment, a series of steps, such as a game ball entering the first starting hole 21 and the second starting hole 22, a special symbol hit determination process being performed, a special symbol, a decorative symbol image, and a fourth symbol image being displayed in a variable manner, and a determination result of the special symbol hit determination process (a special symbol, a decorative symbol image, and a fourth symbol image) being derived (determined display) after a variable time has elapsed, may be referred to as a "symbol change game" or simply as a "game with one change." Furthermore, the period during which the "symbol change game" is being executed may be referred to as a "variable display."
[0046] Furthermore, when one gaming ball enters the first starting hole 21, a "pattern change game" based on the entry of one gaming ball is executed in the first special symbol display device 27a and the image display device 26, and when one gaming ball enters the second starting hole 22, a "pattern change game" based on the entry of one gaming ball is executed in the second special symbol display device 27b and the image display device 26. Therefore, the "pattern change game" refers to a general term for games played between the first special symbol display device 27a and the image display device 26, and a general term for games played between the second special symbol display device 27b and the image display device 26.
[0047] In addition, in this embodiment, the derivation of the determination result of the special symbol hit determination process (special symbol, decorative symbol image, and fourth symbol image) after the variation time in the symbol variation game has elapsed is referred to as a "confirmed display" (of the special symbol, decorative symbol image, and fourth symbol image). A "confirmed display" is a state in which the special symbol, decorative symbol image, and fourth symbol image have completely stopped. On the other hand, in a symbol variation game, stopping the decorative symbol image temporarily before the variation time has elapsed is referred to as a "temporary stop display" of the decorative symbol image. Examples of a "temporary stop display" include the left and right decorative symbol images when a "reach" (described later) is reached, when a special symbol marked "pseudo" indicating the execution of a pseudo-consecutive win (described later) is being derived, and a "swinging change display" before the "confirmed display." The "fluctuation display" before the "confirmed display" is, for example, a fluctuating display at a branching point where the decorative pattern image is "temporarily stopped" at, for example, "767" and then "confirmedly displayed" as "767", or where a losing display of "767" is "temporarily stopped" for a while, a reversal effect is performed to derive "777", and then "confirmedly displayed" as "777".
[0048] There are four normal winning openings 23, three on the lower left side of the game area 7 and one on the lower right side. The three normal winning openings 23 on the lower left side are designed to allow game balls to enter when a so-called "left-handed hit" is being performed (but not when a "right-handed hit" is being performed), and the one normal winning opening 23 on the lower right side is designed to allow game balls to enter when a so-called "right-handed hit" is being performed (but not when a "left-handed hit" is being performed). Like the first starting opening 21, the normal winning openings 23 are always open upward and always allow game balls to enter. When a game ball enters a normal winning opening 23 and is detected by the normal winning opening detection SW 23a, for example, eight game balls are paid out as prize balls. The positions of the normal winning openings 23 can be arbitrarily changed, and the number of normal winning openings 23 may be less than four. In addition, the number of prize balls may be different between the "3" normal winning holes 23 on the lower left and the "1" normal winning hole 23 on the lower right.
[0049] The large prize opening 24 is located in the lower right part of the game area 7, and is capable of receiving game balls when a so-called "right-handed hit" is being performed (no balls can enter when a "left-handed hit" is being performed). The large prize opening 24 has an opening / closing door, and when a win is determined in the special symbol winning determination process, a winning game is executed and the opening / closing door tilts forward to allow the game ball to enter. When a game ball enters the large prize opening 24 and is detected by the large prize opening detection SW 24a, for example, a "12" game ball is paid out as a prize ball.
[0050] During a winning game, the door of the special prize opening 24 opens (tilts forward) for the number of rounds (R) shown in FIG. 6. The door opens (tilts forward) for 29.5 seconds (S = seconds) per round. If the special prize opening detection SW 24a detects the entry of 10 game balls before 29.5 seconds have elapsed, the door closes and the game proceeds to the next round, even if the 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before the entry of 10 game balls is detected by the special prize opening detection SW 24a (so-called "attacker full open"), the door closes and the game proceeds to the next round. In this case, the specified number of balls per round, 10, is not reached, and the game ends, which is disadvantageous to the player.
[0051] In this embodiment, a door that tilts forward is used as the big prize opening 24, but a so-called "electric tulip" or a "shutter member" that moves back and forth may also be used. Also, the game area 7 may have multiple big prize openings.
[0052] The image display device 26 has a display area covering substantially the entire area, is positioned higher than the stage 17, and is capable of displaying a symbol change game and effect images in the display area. That is, when a gaming ball enters the first starting hole 21 or the second starting hole 22 and a special symbol hit determination process is performed, a left decorative symbol image 26a, a center decorative symbol image 26b, and a right decorative symbol image 26c are changed (vertical scrolled) in the variable display area. Note that, whether the gaming ball enters the first starting hole 21 or the second starting hole 22, the left decorative symbol image 26a, the center decorative symbol image 26b, and the right decorative symbol image 26c are changed (vertical scrolled) in the variable display area (although the special symbol display device is different, the decorative symbol images used in the image display device 26 are the same).
[0053] Then, a performance image is displayed within the variable time, and when the variable time has elapsed, if there is a win, for example, the "7" is stopped on each decorative pattern image and the decorative pattern combination of "777" is displayed as a finalized display, thereby informing the player that there is a win. On the other hand, if there is a loss, for example, the decorative pattern combination of "765" is displayed as a finalized display, thereby informing the player that there is a loss.
[0054] In addition to each decorative pattern image, a fourth pattern image 26d (the "fourth" pattern following the above-mentioned left decorative pattern image 26a, center decorative pattern image 26b, and right decorative pattern image 26c) can be displayed at the lower right of the display area, and a variable display and a fixed display can be performed in synchronization with each decorative pattern image. Also, the image display device 26 displays a first start port reserved number image 26e that displays the number of reserved balls for the pattern change game in the first start port 21 from "0" to "4", a second start port reserved number image 26f that displays the number of reserved balls for the pattern change game in the second start port 22 from "0" to "4", a first start port first reserved ball image display area 26g, a first start port second reserved ball image display area 26h, and a first start port third reserved ball image display area 26f that displays the number of reserved balls for the pattern change game in the first start port 21 with reserved ball images. i, first start port fourth reserved ball image display area 26j (in FIG. 4, simply indicated as "g", "h", "i", and "j"), second start port first reserved ball image display area 26k, second start port second reserved ball image display area 26l, second start port third reserved ball image display area 26m, and second start port fourth reserved ball image display area 26n (in FIG. 4, simply indicated as "k", "l", "m", and "n") that display the number of reserved balls for the symbol change game in second start port 22 using reserved ball images. Also, a variable icon display area 26o (in FIG. 4, simply indicated as "o") that displays an icon image corresponding to the symbol change game currently being executed can be displayed.
[0055] The number of reserved balls displayed in first start port reserved ball number image 26e is synchronized with the number of reserved balls displayed in first start port first reserved ball image display area 26g to first start port fourth reserved ball image display area 26j, and the number of reserved balls displayed in second start port reserved ball number image 26f is synchronized with the number of reserved balls displayed in second start port first reserved ball image display area 26k to second start port fourth reserved ball image display area 26n. For example, if "4" is displayed in first start port reserved ball number image 26e, "4" reserved ball images will be displayed in first start port first reserved ball image display area 26g to first start port fourth reserved ball image display area 26j.
[0056] The number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed as the second start port reserved ball number image 26f may be referred to as "numeric reserved balls" below. Also, the reserved ball images displayed in the first start port reserved ball image display area 26g, the first start port reserved ball image display area 26h, the first start port reserved ball image display area 26i, and the first start port reserved ball image display area 26j, and the reserved ball images displayed in the second start port reserved ball image display area 26k, the second start port reserved ball image display area 26l, the second start port reserved ball image display area 26m, and the second start port reserved ball image display area 26n may be referred to as "reserved icons" below. Also, the icon image displayed in the variable icon display area 26o may be referred to as the "variable icon" below. Also, the variable icons and reserved icons may be collectively referred to simply as "icons."
[0057] The variable icon display area 26o, first start port first reserved ball image display area 26g, first start port second reserved ball image display area 26h, first start port third reserved ball image display area 26i, first start port fourth reserved ball image display area 26j, second start port first reserved ball image display area 26k, second start port second reserved ball image display area 26l, second start port third reserved ball image display area 26m, and second start port fourth reserved ball image display area 26n are displayed on the image display device 26, but are not limited to this and may be displayed on an LED, lamp, etc., or may be displayed on a display device separate from the image display device 26 (for example, a second image display device, a so-called "sub LCD").
[0058] The left decorative pattern image 26a, the middle decorative pattern image 26b, the right decorative pattern image 26c, and the fourth pattern image 26d can display pattern images from "1" to "8", and if the result of the special pattern hit determination process is a hit, any of the pattern combinations "111", "222", "333", "444", "555", "666", "777", and "888" can be displayed.
[0059] On the other hand, if the result of the special symbol hit determination process is a miss, it is possible to display a combination of symbols other than the above combination of symbols. If it is a miss, when a special symbol variation pattern accompanied by a "reach" is determined in the special symbol variation pattern described below, a symbol combination such as "767" is confirmed and displayed, and when a special symbol variation pattern without a "reach" is determined, a symbol combination such as "765" is confirmed and displayed.
[0060] The combination of symbols confirmed and displayed in the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c is the same as the combination of symbols confirmed and displayed in the fourth pattern image 26d. For example, when "777" is confirmed and displayed in the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c, the fourth pattern image 26d also confirms and displays "777", and when "767" is confirmed and displayed in the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c, the fourth pattern image 26d also confirms and displays "767".
[0061] "Reach" refers to a state in which the left decorative pattern image 26a and the right decorative pattern image 26c display the same number image (temporary stop display), and the middle decorative pattern image 26b displays a changing image (the pattern image displayed as a temporary stop and the pattern image displayed as a changing image are not limited to this), and in this embodiment, if the determination result of the "special pattern hit determination process" is a hit, the process is configured to always go through "Reach", so it can be said that this is a state in which the player can expect to win the game.
[0062] In addition, the fourth pattern image 26d may not be a combination of the above-mentioned patterns, but may simply display a single-digit number, a two-digit number, or a symbol or character, or may be able to distinguish between winning and losing and the type of pattern by differences in the luminous color.
[0063] The symbol display device 27 is provided outside the play area (outside the outer rail member 18), which is an area of the play board 6 that is different from the play area 7. As shown in FIG. 4 , the symbol display device 27 is provided with a first special symbol display 27a, whose display is controlled by the main control board 100, that executes a symbol change game based on a game ball entering the first starting hole 21, and a second special symbol display 27b that executes a symbol change game based on a game ball entering the second starting hole 22. The first special symbol display 27a and the second special symbol display 27b are configured with 7-segment displays, and in the symbol change game, the special symbol flashes "-" (horizontal bar symbol) from the start of change, and when the timing comes to derive the determination result of the special symbol hit determination process, if there is a miss, the "-" (horizontal bar symbol) is lit (confirmed display), and if there is a win, for example, a "7" is lit (confirmed display). In other words, the "special symbol" refers to a symbol whose display is controlled by the main control board 100.
[0064] In this embodiment, the "special symbol" and the above-mentioned left decorative symbol image 26a, center decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d may be simply referred to as "symbols" or "identification information." Also, the left decorative symbol image 26a, center decorative symbol image 26b, and right decorative symbol image 26c managed by the performance control board 200 may be simply referred to as "decorative symbols." Also, the left decorative symbol image 26a, center decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d managed by the performance control board 200 may be collectively referred to as "sub-symbols."
[0065] The pattern display device 27 is provided with a first special pattern reserve display 27c, which is display controlled by the main control board 100 and displays the number of reserved patterns for the pattern change game based on the game ball entering the first starting hole 21, and a second special pattern reserve display 27d, which displays the number of reserved patterns for the pattern change game based on the game ball entering the second starting hole 22.
[0066] The first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each composed of two dot LED indicators, and are capable of displaying the number of reserved balls by "turning off," "turning on," or "flashing." For example, when the number of reserved balls is "0," both dot LED indicators are "turned off," when the number of reserved balls is "1," one is "turned on" and the other is "turned off," when the number of reserved balls is "2," both are "turned on," when the number of reserved balls is "3," one is "turned on" and the other is "flashing," and when the number of reserved balls is "4," both are "flashing."
[0067] The first special pattern reserved indicator 27c is synchronized in principle (except when a command error or the like occurs) with the number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j, and the second special pattern reserved indicator 27d is synchronized in principle (except when a command error or the like occurs) with the number of reserved balls displayed as the second start port reserved ball number image 26f and the number of reserved balls displayed in the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n. For example, when both first special pattern reserved indicators 27c are "flashing" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. In the following, the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d may be referred to as "main reserved indicators."
[0068] Although the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each configured with two dot LED indicators, this is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided and displayed on the liquid crystal display device.
[0069] The symbol display device 27 is also provided with a normal symbol display 27e, the display of which is controlled by the main control board 100, and which executes a normal symbol variation game based on the passage of a gaming ball through the gate member 20. The normal symbol display 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of variation, it repeatedly executes a mode in which one is turned on and the other is turned off, and a mode in which one is turned off and the other is turned on, and when it is time to derive the determination result of the normal symbol win determination process, if it is a miss, it performs a confirmation display in which one is turned on and the other is turned off, and if it is a normal win, it performs a confirmation display in which one is turned off and the other is turned on.
[0070] The symbol display device 27 is also provided with a normal symbol reserve indicator 27f, which is display-controlled by the main control board 100 and displays the number of reserved symbols for the normal symbol variation game based on the passing of the gaming ball through the gate member 20. The normal symbol reserve indicator 27f is composed of two dot LED indicators, similar to the first special symbol reserve indicator 27c and the second special symbol reserve indicator 27d described above, and the display format for the number of reserved symbols is also the same, so detailed explanation will be omitted.
[0071] The symbol display device 27 is also provided with a round indicator 27g, which is controlled by the main control board 100 and displays the "number of rounds" (see FIG. 6) indicating the number of times the large prize opening 24 will be opened in the winning game. The round indicator 27g is composed of two dot LED indicators, one for 5 rounds and one for 10 rounds. For example, if a win occurs with special symbol A, the LED indicator for 10 rounds lights up and the others are extinguished, and if a win occurs with special symbol B, the LED indicator for 5 rounds lights up and the others are extinguished.
[0072] The game board 6 is provided with a plurality of board lighting devices 29 (e.g., full-color LEDs), which, when the power is on to the pachinko game machine 1, emit light in a predetermined light pattern, thereby enhancing the decorativeness of the pachinko game machine 1. For example, as shown by reference numeral 29 in FIG. 3, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, all of the board lighting devices 29 can be turned off to highlight the display content of the image display device 26. In addition, the predetermined light emission pattern is made up of a plurality of light emission patterns that specify the light emission speed, light emission color, which LEDs to emit light and which LEDs not to emit light, etc.
[0073] On the right side of the image display device 26 (the so-called "center role"), there are provided a first special symbol sub-hold indicator 29a, a second special symbol sub-hold indicator 29b, and a right-hit indicator 29c, which are embodiments of the board lighting device 29. The first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b are controlled by the performance control board 200 and are each composed of two dot LED indicators, which can indicate the number of reserved balls by "off," "on," or "blinking." For example, when the number of reserved balls is "0," both dot LED indicators are "off," when the number of reserved balls is "1," one is "on" and the other is "off," when the number of reserved balls is "2," both are "on," when the number of reserved balls is "3," one is "on" and the other is "blinking," and when the number of reserved balls is "4," both are "blinking."
[0074] The first special pattern sub-reserve indicator 29a is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (except when a command error or the like occurs), and the second special pattern sub-reserve indicator 29b is synchronized in principle with the number of reserved balls displayed as the second start port reserved ball number image 26f and the number of reserved balls displayed as the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n (except when a command error or the like occurs). For example, when both first special pattern sub-reserve indicators 29a are "flashing" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. In the following, the first special symbol sub-reserve display 29a and the second special symbol sub-reserve display 29b may be referred to as "sub-reserve displays."
[0075] Although the first special symbol sub-hold display 29a and the second special symbol sub-hold display 29b are each configured with two dot LED displays, this is not limited to this. For example, they may be displayed on a display device (for example, a second image display device, a so-called "sub-LCD") separate from the image display device 26.
[0076] The right-hit indicator 29c is display-controlled by the performance control board 200, and for example, lights up based on receiving an opening command during a winning game, or based on receiving a game state designation command (probable chance) or a game state designation command (time-saving A, B). This can encourage the player to make a right-hit. On the other hand, it is turned off during a normal game state (turned off based on receiving a game state designation command (normal)), which can encourage the player to make a left-hit. Note that the right-hit indicator 29c is turned off to encourage the player to make a left-hit, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to make a left-hit.
[0077] Next, the internal configuration of the pachinko gaming machine 1 (block diagram of the control system) will be described with reference to Fig. 4. Note that the description of the configuration of the gaming board 6 in Fig. 3 will be omitted as appropriate.
[0078] The pachinko gaming machine 1 is equipped with a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 on the rear side of the inner frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so as to enable only one-way communication from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are also connected via a harness or the like so as to enable two-way communication. The payout control board 300 is also connected so as to enable only one-way communication from the payout control board 300 to the performance control board 200. The power supply board 400 is also connected so as to receive external power via a power plug (not shown) and to be able to supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0079] The main control board 100 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays and drive control for various solenoids. The performance control board 200 is also connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays.
[0080] The main control board 100 is equipped with a main CPU 101 that performs control processing related to the progress of the game, a main ROM 102 that stores control programs necessary for the control processing related to the progress of the game, and a main RAM 103 that can read and write necessary for the control processing related to the progress of the game. In addition to these, although not shown in the figure, the main control board 100 is also equipped with an interrupt controller circuit that issues an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates random numbers within a certain range, etc. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0081] The main RAM 103 is provided with storage areas (not shown) for managing various information, such as a setting value storage area for storing setting value information, a special symbol status flag storage area for storing the status of a special symbol, a game status storage area for storing the game status, a win status storage area for storing the status in a winning game, a normal symbol status flag storage area for storing the status of a normal symbol, and a normal symbol winning status storage area for storing the status in a winning game of a normal symbol.
[0082] Counters (see FIG. 9) for managing various information (time and number of times) are provided in the main RAM 103. For example, there are a time-shortened game state B activation game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the normal game state and the time-shortened game state A, a time-shortened game state game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the time-shortened game state (A, B), a probability-variable game state game number counter for counting (counting and storing) the number of times a symbol-variable game has been played in the probability-variable game state, a time management counter for managing various times, and a round number counter for managing the number of rounds in a winning game.
[0083] The play count counter for activating time-shortened game state B starts counting from the start of time-shortened game state A after a winning game ends, and continues to carry over the counter value even when time-shortened game state A ends and the game transitions to the normal game state. For example, when time-shortened game state A begins after a winning game ends, the counter value is "0," and when time-shortened game state A ends and the game transitions to the normal game state, the counter value becomes "100." Then, when the counter value is determined to be "898 (time-shortened game state 100 + normal game state 798)" in the game state-specific processing described below, the game transitions to time-shortened game state B.
[0084] The game number counter for activating the time-shortened game state B may be set to count the number of games played only in the normal game state. In other words, when the time-shortened game state A ends and the game transitions to the normal game state, the counter value is "0", and if the counter value is determined to be "798 (normal game state 798)" in step S105-4-11-12 of the game state-specific processing described later, the processing may be set to affirmative.
[0085] The gate detection SW20a is provided inside the passage opening of the gate member 20 of the gaming board 6, and is a SW for detecting that a gaming ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, etc., and when the passage of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that inputs the detected information controls to immediately execute the normal symbol variation game when the normal symbol reserve indicator 27f is not executing a normal symbol variation game and no determination information (random number value) is stored in any of the normal symbol variation memory areas to the fourth memory area, for example, controls to suspend the execution of the normal symbol variation game when determination information (random number value) is stored up to the third memory area, and controls not to suspend the execution of the normal symbol variation game when determination information (random number value) is stored up to the fourth memory area.
[0086] The first start hole detection SW21a is provided inside the winning hole of the first start hole 21 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the first start hole 21. In other words, the first start hole detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to have the payout control board 300 pay out three gaming balls as prize balls for the gaming ball having entered the first start hole 21.
[0087] Furthermore, when an input is made from the first start port detection SW21a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information (random number value) is stored in any of the variable memory areas for the special pattern (first start port) through the fourth memory area, the main control board 100 immediately controls to execute the pattern change game in the first special pattern display device 27a, and if judgment information (random number value) is stored up to the third memory area, for example, it controls to suspend the execution of the pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, it controls not to suspend the execution of the pattern change game.
[0088] The second start hole detection SW22a is provided inside the winning hole of the second start hole 22, and is a SW for detecting that a gaming ball has entered the second start hole 22. In other words, the second start hole detection SW22a and the main control board 100 are connected via a harness, a relay board, or the like, and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to have the payout control board 300 pay out two gaming balls as prize balls for the gaming ball having entered the second start hole 22.
[0089] Furthermore, when an input is made from the second start port detection SW22a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information (random number value) is stored in any of the variable memory areas for the special pattern (second start port) through the fourth memory area, the main control board 100 (main CPU 101) immediately controls to execute the pattern change game in the second special pattern display device 27b, and if judgment information (random number value) is stored up to the third memory area, for example, it controls to suspend the execution of the pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, it controls not to suspend the execution of the pattern change game.
[0090] The second start port opening / closing solenoid 22b is provided behind the second start port 22, and is a solenoid for opening and closing the protruding member provided in the above-mentioned second start port 22. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) determines that a normal symbol is a hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "Opening and closing of the second start port" in Figure 6.
[0091] The normal winning opening detection SW 23a is provided inside the winning opening of the normal winning opening 23 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the normal winning opening 23. In other words, the normal winning opening detection SW 23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to cause the payout control board 300 to pay out eight gaming balls as prize balls resulting from the gaming ball having entered the normal winning opening 23.
[0092] The special prize opening detection SW 24a is provided inside the prize opening of the special prize opening 24 and is a SW for detecting that a gaming ball has entered the special prize opening 24. In other words, the special prize opening detection SW 24a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered the special prize opening 24, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), which has input the detected information, then performs processing to have the payout control board 300 pay out 12 gaming balls as prize balls awarded for the gaming ball having entered the special prize opening 24. The main control board 100 (main CPU 101) also transmits a special prize opening entry command, indicating that a gaming ball has entered the special prize opening 24, to the performance control board 200. This allows the performance control board 200 to recognize the status of the gaming balls entering the special prize opening 24.
[0093] The large prize opening opening solenoid 24b is provided behind or to the side of the large prize opening 24, and is a solenoid for opening and closing the opening and closing door provided in the large prize opening 24. In other words, the large prize opening opening solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the large prize opening opening solenoid 24b to open and close the opening and closing door for the number of rounds shown in Figure 6 during a winning game.
[0094] The out detection SW25a is provided at a downstream position of the flow path that collects the game balls that have entered the first start port 21 and been detected by the first start port detection SW21a, the game balls that have entered the second start port 22 and been detected by the second start port detection SW22a, the game balls that have entered the normal prize port 23 and been detected by the normal prize port detection SW23a, the game balls that have entered the big prize port 24 and been detected by the big prize port detection SW24a, and the game balls that have entered the out port 25. In other words, the game balls detected by these detection SWs and the game balls that have entered the out port 25 can be detected.
[0095] The out detection SW 25a and the main control board 100 are connected via a harness, a relay board, etc., and when an incoming game ball is detected, the detected information is input to the main control board 100. This allows the number of out balls to be determined on the main control board 100. It is also possible to provide an out detection SW at the outlet 25 and count the game balls detected by the out detection SW as the number of out balls.
[0096] The first special symbol display 27a is provided in the symbol display device 27, and is display-controlled by the main control board 100 to execute a symbol change game based on a game ball entering the first starting hole 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the first special symbol display 27a when an execution condition for the symbol change game on the first special symbol display 27a is met. Note that the execution condition for the symbol change game on the first special symbol display 27a is met when a positive determination is made in the processing of step S105-2-4 in the "special symbol change start processing" (see FIG. 19) described below.
[0097] The second special symbol display 27b is provided in the symbol display device 27, and is display-controlled by the main control board 100 to execute a symbol change game based on a game ball entering the second starting hole 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the second special symbol display 27b when the execution condition for the symbol change game on the second special symbol display 27b is met. Note that the execution condition for the symbol change game on the second special symbol display 27b is met when a positive determination is made in the processing of step S105-2-1 in the "special symbol change start processing" (see FIG. 19).
[0098] The first special symbol reserve indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved symbols in the symbol change game based on a game ball entering the first starting hole 21. That is, the first special symbol reserve indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a game ball has been detected from the first starting hole detection SW 21a, it controls the display of the first special symbol reserve indicator 27c (from off to on, or from on to flashing) if the upper limit of reserved symbols (4) has not been reached. On the other hand, when the symbol change game based on a game ball entering the first starting hole 21 that is currently changing ends, it controls the display of the first special symbol reserve indicator 27c (from flashing to on, or from on to off).
[0099] The second special symbol reserve indicator 27d is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved symbols in the symbol change game based on a game ball entering the second start hole 22. That is, the second special symbol reserve indicator 27d and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a game ball has been detected from the second start hole detection SW 22a, it controls the display of the second special symbol reserve indicator 27d (from off to on, or from on to flashing) if the upper limit of reserved symbols (4) has not been reached. On the other hand, when the symbol change game based on a game ball entering the second start hole 22 that is currently changing ends, it controls the display of the second special symbol reserve indicator 27d (from flashing to on, or from on to off).
[0100] The normal symbol display 27e is provided in the symbol display device 27, and is a display for executing a normal symbol variation game whose display is controlled by the main control board 100. In other words, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game on the normal symbol display 27e when the execution conditions for the normal symbol variation game on the normal symbol display 27e are met.
[0101] The normal symbol reserve indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved balls for the normal symbol variation game based on the passage of a gaming ball through the gate member 20. In other words, the normal symbol reserve indicator 27f and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) receives information that a gaming ball has been detected from the gate detection SW20a, it controls the display of the normal symbol reserve indicator 27f (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying normal symbol variation game ends, it controls the display of the normal symbol reserve indicator 27f (from flashing to on, or from on to off).
[0102] The round indicator 27g is provided in the symbol display device 27, and is controlled by the main control board 100 to display the number of times the large prize opening 24 is opened during the winning game. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, or the like. For example, when a symbol variable game determined to be a winning game in the special symbol winning determination process ends and a special symbol indicating a winning game (e.g., "7") is displayed on the first special symbol display 27a, the round indicator 27g controls to light up an LED indicator of the number of rounds corresponding to the determined winning game. Then, while a winning game is being executed, the round indicator 27g is continuously controlled to light up, and when the winning game ends, the round indicator 27g is controlled to turn off.
[0103] The magnetic sensors 27h are provided at multiple locations on the game board 6 and are sensors for detecting magnetism. That is, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when an abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetism. When an abnormal magnetism is detected, information indicating the detection of the abnormal magnetism (a magnetic abnormality error designation command) is sent to the performance control board 200. This makes it possible to notify the user that an abnormal magnetism has been detected.
[0104] The radio wave sensors 27i are provided at multiple locations on the gaming board 6 and are sensors for detecting radio waves. That is, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. When abnormal radio waves are detected, information indicating the detection of the abnormal radio waves (a radio wave abnormality error designation command) is transmitted to the performance control board 200. This makes it possible to notify the user that abnormal radio waves have been detected.
[0105] The performance control board 200 is provided with a performance control unit 200a, which has a sub-CPU 201 that performs performance control processing, a sub-ROM 202 that stores the control programs required for the performance control processing, and a sub-RAM 203 that can read and write data required for the performance control processing. Also provided is an image / sound control unit 200b that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the image / sound control unit 200b has an image / sound CPU 204 that performs image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 that has a frame buffer that stores image generation data, etc. In addition, there is provided a light emission drive control unit 200c that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the light emission drive control unit 200c has a light emission drive CPU 208 that performs light emission control processing and drive control processing, a light emission drive ROM 209 that stores the control programs required for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can read and write the data required for the light emission control processing and drive control processing.
[0106] The performance control unit 200a is also connected so that operation information from the performance button detection SW14a, the performance lever detection SW15a, and the cross key detection SW16a can be input.
[0107] The effect button detection SW 14a is provided on the effect button 14 and is a SW for detecting that the effect button 14 has been pressed by a player when the effect button 14 is in its valid operation time. That is, the effect button detection SW 14a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect button 14 has been pressed is input to the effect control board 200. The effect control board 200, which has input the information indicating that the effect button 14 has been pressed, controls the effect corresponding to the pressing of the effect button 14 via the image display device 26 and the speaker 10. Here, for example, in a symbol change game, the effect button 14 is set to have a valid operation time (also referred to as a valid operation period) for a predetermined period of time, and the effect button detection SW 14a only detects pressing of the effect button 14 when the valid operation time is set.
[0108] The effect lever detection SW 15a is provided on the effect lever 15 and is a SW for detecting that the effect lever 15 has been operated by a player when the effect lever 15 is in its valid operation time. That is, the effect lever detection SW 15a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect lever 15 has been operated is input to the effect control board 200. Then, the effect control board 200, which has input the information indicating that the effect lever 15 has been operated, controls the effect corresponding to the operation of the effect lever 15 via the image display device 26 and the speaker 10. Here, for example, in a symbol variation game, the effect lever 15 has a valid operation time set for a predetermined period of time, and the effect lever detection SW 15a detects only operations when the valid operation time is set.
[0109] The cross key detection SW16a is provided on the cross key button 16, and is a switch for detecting that the player has pressed the cross key button 16. In other words, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0110] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume of sound emitted from the speaker 10. Specifically, by pressing the up button on the cross key button 16, the amount of light can be increased (in stages), by pressing the down button on the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button on the cross key button 16, the volume can be increased (in stages), and by pressing the left button on the cross key button 16, the volume can be decreased (in stages).
[0111] The light intensity may be set to three levels, "strong," "medium," and "weak," or may be further subdivided into five levels. The volume may be set to three levels, "high," "medium," and "low," or may be further subdivided into five levels. Furthermore, the image display device 26 may display a level gauge image indicating the degree of adjustment of the light intensity or volume, and the speaker 10 may emit an adjustment sound corresponding to the level. For example, if the volume adjustment level is configured to five levels, the adjustment sound corresponding to the lowest volume level 1 may be "Do," the adjustment sound corresponding to volume level 2 may be "Re," the adjustment sound corresponding to volume level 3 may be "Mi," the adjustment sound corresponding to volume level 4 may be "Fa," and the adjustment sound corresponding to the highest volume level 5 may be "So." The adjustment sound may be output at a volume value corresponding to the volume level. For example, "Re" may be output at a louder volume than "Do."
[0112] The level gauge image may be displayed in a manner that corresponds to the level of light intensity or volume, or in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that corresponds to the level of light intensity or volume means, for example, displaying the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a constant display manner regardless of the level of light intensity or volume means displaying the size (display area) of the level gauge image in the same manner whether it is volume level 1 or volume level 2.
[0113] The adjustment sound corresponding to the volume level may be set to, for example, a "beep" sound at any level, with the volume value being different for each level. Specifically, it is assumed that when the volume level is 1, a "beep" sound is emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep" sound is emitted at a volume value corresponding to volume level 2 (a volume value greater than volume level 1).
[0114] In this embodiment, the light intensity and volume adjustments can be performed when the symbol change game is not being played, but they may also be performed when the symbol change game is being played. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. This prevents the effect images and sound corresponding to the symbol change game from being obstructed by the level gauge image and adjustment sound.
[0115] Also, the light intensity and the sound volume may be adjustable during a winning game. In this case, the display control of the level gauge image and the output control of the adjusted sound may be performed in the same manner as when the light intensity and the sound volume are adjusted when the symbol variation game is not being played, or the display control of the level gauge image and the output control of the adjusted sound may be performed in the same manner as when the light intensity and the sound volume are adjusted when the symbol variation game is being played.
[0116] Although the above-mentioned level gauge image is displayed on the image display device 26, if a display device other than the image display device 26 is provided, the image may be displayed on the other display device. In this way, it is possible to prevent the display content displayed on the image display device 26 from being obstructed by the display of the level gauge image.
[0117] When the light amount is adjusted, the level gauge image may be displayed but the adjustment sound may not be output.
[0118] Furthermore, in this embodiment, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", "cut-in preview", or "super reach judgement" described below, the corresponding effect will not be executed. For example, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", the "dialogue preview" will not be executed. In other words, the cross key button 16 is a device used mainly for adjusting the volume, adjusting the light intensity, operating the menu, etc.
[0119] The image / sound control unit 200b is connected to an image display device 26, which is capable of displaying image information generated by the image / sound control unit 200b. Also, the image / sound control unit 200b is connected to a speaker 10, which is capable of outputting sound information generated by the image / sound control unit 200b.
[0120] The speaker 10 is capable of outputting music (BGM), voice, and sound effects. For example, if information indicating a closed state is not input from a frame open detection SW 3a (described later), the speaker 10 outputs a sound informing the user that the inner frame 3 is in an open state. In other words, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and the above-mentioned sounds are output from the speaker 10 under the control of the image / sound control unit 200b.
[0121] The light emitting device 9, the starting port light emitting device 21a, and the board lighting device 29 are connected to the light emitting drive control unit 200c, and light emission can be controlled by the light emitting drive control unit 200c. The light emitting drive control unit 200c is also connected to the board drive device 30, and the movable body 28 can be driven and controlled via the board drive device 30.
[0122] The movable body 28 is provided on the game board 6 and is capable of performing actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of a winning game being awarded.
[0123] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation in front of the display area of the image display device 26 to check whether the above-mentioned operations such as "drop," "swing," and "rotate" are performed normally. This initial operation involves moving the movable body 28 to the front of the display area of the image display device 26, and therefore the display content displayed in the display area becomes difficult to see for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to see due to the initial operation, other components (e.g., the starting port light-emitting device 21a, the first special symbol hold indicator 27c, the second special symbol hold indicator 27d, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.
[0124] Although not shown in the figure, the sub CPU 201 also includes an interrupt controller circuit that issues an interrupt signal to the sub CPU 201, a hardware random number generation circuit that generates random numbers within a certain range, and the like.
[0125] The payout control board 300 is equipped with a payout CPU 301 that performs payout control processing, a payout ROM 302 that stores the control program required for the payout control processing, and a payout RAM 303 that can read and write data required for the payout control processing. Also, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper tray 5a.
[0126] Specifically, in the main control board 100, for example, when information that a gaming ball has been detected is input from the first start hole detection SW21a, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out three prize balls, and the payout control board 300, which receives this, controls the payout device 304 to pay out the three prize balls to the upper tray 5a. Then, when the payout of the three prize balls is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, and the payout of the gaming balls in response to the input of information that a gaming ball has been detected from the first start hole detection SW21a is completed.
[0127] In addition, the launch handle 8 is connected to the payout control board 300 via a harness or the like, and when the player touches the above-mentioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of launch volume (not shown) provided on the launch handle 8.
[0128] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launching device 305, gaming balls are launched into the gaming area 7. Specifically, when the payout control board 300 detects that the player is holding the launching handle 8 and inputs the amount of rotation of the launching handle 8, it controls the launching device 305 with a launch strength according to the amount of rotation of the launching handle 8, causing the gaming balls to be launched.
[0129] Also, although not shown in Figure 4, the payout control board 300 is connected so as to receive an input signal from the ball lending button 12 shown in Figure 1 via a ball lending unit, etc., and when the ball lending button 12 is operated by a player, the payout control board 300 controls the payout device 304 to pay out a number of game balls (e.g., 125 balls) corresponding to one operation of the ball lending button 12 into the upper tray 5a.
[0130] The frame open detection SW3a is provided on the middle frame 3 and can detect an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect a "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the dispensing control board 300 is in the "closed" state, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the dispensing control board 300 is in the "open" state, the information indicating the closed state is not input to the dispensing control board 300, and this lack of input allows the dispensing control board 300 (dispensing CPU 301) to detect the "open" state. The dispensing control board 300 (dispensing CPU 301) can transmit information indicating the "closed" state and information indicating the "open" state to the performance control board 200.
[0131] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full tank detection SW 300a is provided in this passage. If game balls guided to the lower tray 5b are stored without being discharged (outside the gaming machine), the game balls will stop in the passage, and when a predetermined amount of game balls have stopped, the full tank detection SW 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full tank detection SW 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full tank detection SW 300a is ON to the performance control board 200. This allows the performance control board 200 to issue a notification urging the player to discharge the game balls stored in the lower tray 5b.
[0132] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the dispensing control board 300 via harnesses or the like, and as described above, receives external power via a power plug (not shown), and supplies the supplied external power to the main control board 100, the performance control board 200, and the dispensing control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (AC 100 volts) to DC 24 volts.
[0133] Next, the special symbol hit determination table and the normal symbol hit determination table will be described using FIG. 5. The special symbol hit determination table of FIG. 5(A) is stored in the main ROM 102. In this embodiment, six setting values can be set. FIG. 5(A) shows an example of a special symbol hit determination table for setting value 1; other setting values are omitted. For example, when the setting value is set to 1, the main CPU 101 performs the special symbol hit determination process by referring to the special symbol hit determination table for setting value 1 shown in (A). When the setting value is set to 6, the main CPU 101 performs the special symbol hit determination process by referring to the special symbol hit determination table for setting value 6 (not shown). Furthermore, the term "common to the first start hole and the second start hole" indicates that the same special symbol hit determination table is referenced regardless of whether the gaming ball enters the first start hole 21 or the second start hole 22. The setting value is not limited to "6" levels and can be any value. For example, it may be "4" levels or "2" levels.
[0134] Also, the machine may not be provided with a setting value, but may be provided with only the special symbol winning determination table of FIG. 5(A) (a machine without a setting may be used). Also, although a gaming machine has setting values, it may have only the special symbol winning determination table of FIG. 5(A). That is, it is no problem if only one setting value is provided and the main control board main processing contents shown in FIG. 12 are the same as those of a gaming machine with multiple setting values. Even if only one setting value is provided, it is no problem if the setting value change processing shown in FIG. 13 and the setting value confirmation processing shown in FIG. 14 are performed. In this way, processing etc. can be standardized between a gaming machine with multiple setting values (a setting-equipped machine) and a gaming machine with only one setting value (effectively a setting-unequipped machine), thereby reducing the developer's workload. Furthermore, when only one setting value is provided, there is no problem in using the same main control board 100 as in a gaming machine with multiple setting values (the hardware may also be shared). In this way, the components can also be shared, which reduces costs.
[0135] In the special symbol hit determination table of Figure 5 (A), when the gaming state is the normal gaming state and when it is the time-saving gaming state A or B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 319" and the probability of being determined as a miss is "318 / 319." When the gaming state is the probability variable gaming state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 32" and the probability of being determined as a miss is "31 / 32." In other words, when the gaming state is the probability variable gaming state, the probability of being determined as a hit varies by about 10 times compared to the normal gaming state and the time-saving gaming state A or B, so it can be said that the probability variable gaming state is a gaming state that is more advantageous to the player than the normal gaming state and the time-saving gaming state A or B.
[0136] In the special symbol hit determination table for the setting value "6" (not shown), when the game state is the normal game state and when the time-saving game state A or B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 280" and the probability of being determined as a miss is "279 / 280." When the game state is the probability-changing game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 28" and the probability of being determined as a miss is "27 / 28." In this way, by being able to set different hit probabilities for each setting value, it becomes easier for the gaming parlor to manage the balls dispensed.
[0137] 5(B) and 6(B), in the time-saving game states A and B and the probability variable game state, compared to the normal game state, in the normal symbol winning determination process, it is easier to win a normal symbol, and in the event of a normal symbol winning, an advantageous opening / closing mode is selected as the opening / closing mode of the protruding member of the second starting hole 22. Therefore, the probability variable game state is the most advantageous game state for the player, followed by the time-saving game states A and B, and the normal game state is the least advantageous game state for the player. Note that, as shown in FIG. 7, the time-saving game state A has an upper limit of 100 times, and the time-saving game state B has an upper limit of 1212 times, so the time-saving game state B is a more advantageous game state for the player than the time-saving game state A.
[0138] In this embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the play area 7, but not on the left side of the play area 7. If a right-handed shot is performed in normal play mode and a game ball passes through the gate member 20, a normal win occurs at "4 / 256" as shown in FIG. 5, and the protruding member of the second start hole 22 can open. However, since the opening time is "0.9 seconds," it is difficult to get the game ball to enter the second start hole 22, and most of the shot game balls pass through the outlet hole 25. Therefore, in normal play mode, the optimal game for a player is to perform a left-handed shot and have the game ball enter the first start hole 21. Therefore, when the gate detection SW 20a detects a game ball in normal play mode, a left-handed shot notification is issued to encourage the player to play in the optimal game mode.
[0139] In the following, the normal gaming state and time-saving gaming states A and B may be collectively referred to as the low probability state, and the probability variable gaming state may be collectively referred to as the high probability state. Also, the normal gaming state may be referred to as the non-variable variable state or the non-variable variable state, and the probability variable gaming state and time-saving gaming states A and B may be collectively referred to as the variable variable state, the variable variable state, or the improved winning probability state.
[0140] Next, the normal symbol hit determination table of FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of a normal symbol hit being determined in the normal symbol hit determination process is "4 / 256," and the probability of a normal symbol miss being determined is "252 / 256." When the game state is the time-saving game state A or B or the probability variable game state, the probability of a normal symbol hit being determined in the normal symbol hit determination process is "251 / 256," and the probability of a normal symbol miss being determined is "5 / 256." Therefore, the time-saving game state A or B or the probability variable game state is more likely to determine a normal symbol hit in the normal symbol hit determination process than the normal game state, making it a more advantageous game state for the player. Note that the normal symbol hit determination table does not have a set value (although the set value is common), but a set value similar to that of the special symbol hit determination table may be set. For example, the setting value "6" may make it easier to win a normal symbol in the normal symbol winning judgment compared to the setting value "1." Also, in the normal game state, the probability of being judged as a normal symbol winning in the normal symbol winning judgment process is "4 / 256," and the probability of being judged as a normal symbol missing is "252 / 256," but this is not limiting, and the probability of being judged as a normal symbol missing may also be "256 / 256."
[0141] Next, the special symbol determination table and the normal symbol determination table will be described with reference to Figure 6. First, the special symbol determination table in Figure 6(A) has two tables: (1) a table for the first starting hole 21, which is referenced when determining the special symbol to be confirmed and displayed on the first special symbol display device 27a in the case of a win or a miss as a result of the special symbol hit determination process performed based on the gaming ball entering the first starting hole 21; and (2) a table for the second starting hole 22, which is referenced when determining the special symbol to be confirmed and displayed on the second special symbol display device 27b in the case of a win or a miss as a result of the special symbol hit determination process performed based on the gaming ball entering the second starting hole 22. These tables are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the starting hole into which the gaming ball entered and determines the special symbol based on the determination result of the special symbol hit determination process.
[0142] In the special symbol determination table of (1) in FIG. 6(A), if the result of the special symbol winning determination process indicates a win, the main CPU 101 determines one of the special symbols from "special symbol A," "special symbol B," and "special symbol C." Specifically, when the gaming ball enters the first starting hole 21, a random number for determining the special symbol is acquired, and one of the special symbols is determined by referring to the acquired random number for determining the special symbol. For example, if the acquired random number for determining the special symbol is "0 to 9," "special symbol A" is determined; if the acquired random number for determining the special symbol is "10 to 64," "special symbol B" is determined; and if the acquired random number for determining the special symbol is "65 to 99," "special symbol C" is determined. Then, once the special symbol is determined, the "number of rounds" and the "post-win game state" are determined uniquely. If "special symbol A" is determined, 10 rounds are awarded as the "number of rounds," and a "probable win game state" is awarded as the "post-win game state." If "special symbol B" is determined, 5 rounds are awarded as the "number of rounds," and a probability variable game state is awarded as the "game state after winning." If "special symbol C" is determined, 5 rounds are awarded as the "number of rounds," and a time-saving game state A is awarded as the "game state after winning." On the other hand, if the result of the special symbol winning determination process is a loss, the main CPU 101 determines "special symbol D," and since the "number of rounds" and "game state after winning" are not defined for "special symbol D," a winning game is not awarded.
[0143] In the special symbol determination table of (2) in FIG. 6(A), if the result of the special symbol hit determination process is a win, the main CPU 101 determines one of the special symbols, "special symbol E" or "special symbol F." The specific determination method is the same as that of (1) in FIG. 6(A), and therefore will not be described here. If the acquired random number for determining the special symbol is "0 to 64," the "special symbol E" is determined. If the acquired random number for determining the special symbol is "65 to 99," the "special symbol F" is determined. If the "special symbol E" is determined, 10 rounds are awarded as the "number of rounds," and a special game state is awarded as the "post-win game state." If the "special symbol F" is determined, 10 rounds are awarded as the "number of rounds," and a time-saving game state A is awarded as the "post-win game state." On the other hand, if the result of the special symbol hit determination process is a lose, the main CPU 101 determines the "special symbol G."
[0144] Thus, the probability of entering the special game state is "65%" for the first start slot 21 and "65%" for the second start slot 22, so there is no difference in the probability of entering the special game state between the first start slot 21 and the second start slot 22. Meanwhile, since the second start slot 22 always grants 10 rounds and never grants 5 rounds, it can be said that it is more advantageous for the player to be awarded a winning game based on a ball entering the second start slot 22 than to be awarded a winning game based on a ball entering the first start slot 21. While no set value is set in the special symbol determination table in this embodiment, a set value may be set. For example, the probability of determining a special symbol may be different when the set value is "1" from when the set value is "6." In this case, the probability of entering the special game state is the same for all set values, but the "number of rounds" may be set at different rates for each set value. For example, the more the set value is "6", the more likely it is that a more advantageous number of rounds will be awarded, or the more the set value is "1", the more likely it is that a more advantageous number of rounds will be awarded.
[0145] In this way, since it is more advantageous for the player to be awarded a winning game based on a ball entering the second starting hole 22 than to be awarded a winning game based on a ball entering the first starting hole 21, in the time-saving game states A and B or the probability variable game state in which the second starting hole 22 can be opened in "1.8S x 3 times", the optimal game for the player is to hit the ball to the right and have the game ball enter the second starting hole 22. For this reason, when the first starting hole detection SW21a detects a game ball in the time-saving game states A and B or the probability variable game state, a right-hit notification is issued to encourage the player to play the optimal game.
[0146] Next, the normal symbol determination table of Figure 6 (B) is stored in the main ROM 102, and is a table referenced when determining the normal symbol to be displayed on the normal symbol display 27e when the normal symbol win determination process is performed based on the game ball passing through the gate member 20, and when the normal symbol win determination process is performed, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol-related process when the normal symbol win determination process is performed, and when the normal symbol win is performed, the main CPU 101 determines "normal symbol B" in the normal symbol determination process performed in the normal symbol-related process when the game state is the time-saving game state A or B, or when the game state is the probability variable game state, and when the normal symbol win determination process is performed, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol-related process when the normal symbol win determination process is performed, and when the normal symbol loses, the main CPU 101 determines "normal symbol D" in the normal symbol determination process performed in the normal symbol-related process.
[0147] As with the special symbols described above, the content of the normal symbols is also uniquely determined. When "normal symbol A" is selected, the protruding member of the second start hole 22 opens "1" time in "0.9S." When "normal symbol B" is selected, the protruding member of the second start hole 22 does not open. When "normal symbol C" is selected, the protruding member of the second start hole 22 opens "3" time in "1.8S." When "normal symbol D" is selected, the protruding member of the second start hole 22 does not open. Therefore, when a normal symbol wins, the opening and closing mode of the protruding member of the second start hole 22 is more advantageous in the time-saving game states A and B and the probability variation game state than in the normal game state, and therefore, it can be said that this is a game state that is advantageous to the player.
[0148] Although no set value is provided in the normal symbol determination table, a set value may be provided in the same manner as in the special symbol determination table. For example, the probability of determining a normal symbol win in the normal symbol win determination process may be different for each set value, and a set value of "6" may be easier to win than a set value of "1", or vice versa. Also, the opening and closing manner of the second starting port 22 may be different for each set value. For example, a set value of "6" may open and close in a more advantageous manner than a set value of "1", or vice versa.
[0149] Next, Figure 6(C) shows the details of the rounds for each special winning symbol, and when the number of rounds is "10" (special symbols A, E, F), the large prize slot 24 opens for "29.5 seconds" per round, and this is repeated 10 times. Also, when the number of rounds is "5" (special symbols B, C), the large prize slot 24 opens for "29.5 seconds" per round, and this is repeated 5 times.
[0150] Next, the game state transition (game flow) in this embodiment will be explained using Figure 7. As described above, this embodiment has a normal game state, a time-saving game state, and a probability variable game state. Strictly speaking, the time-saving game state is divided into a time-saving game state A and a time-saving game state B.
[0151] The normal game state is a low probability state managed by the main control board, and normal power support is "none." Normal power support means that it is easier to hit a normal symbol in the normal symbol hit determination process, and when a hit occurs, the opening and closing of the second starting port shown in Figure 6 becomes "1.8S x 3 times." Furthermore, the performance control board can execute performance modes A to E as performance modes (also called performance stages).
[0152] Time-saving game state A is a low-probability state managed by the main control board, and normal power support is "enabled." The time-saving game state A has a maximum number of times of 100. In other words, one of the termination conditions is that 100 symbol-changing games have been played, and normal power support is "enabled" while 100 symbol-changing games are being played. The presentation control board can also execute presentation mode F as a presentation mode.
[0153] Time-saving game state B is a low-probability state managed by the main control board, and normal power support is "enabled." The upper limit for time-saving game state B is 1212 times. In other words, one of the termination conditions is that 1212 symbol change games have been played, and normal power support is "enabled" while 1212 symbol change games are being played. The presentation control board can also execute presentation mode G as a presentation mode.
[0154] The probability variation game state is a high probability state managed by the main control board, and normal power support is "enabled." The probability variation game state has a maximum number of times of 10,000. In other words, one of the termination conditions is that 10,000 symbol variation games have been played, and normal power support is "enabled" while 10,000 symbol variation games are being played. The effect control board can also execute effect mode H as an effect mode.
[0155] For winning games, the state managed by the main control board is a low probability state, and normal power support is set to "none."
[0156] In the time-saving gaming state A, the upper limit number of times is set to 100 times, but it may be set to less than 100 times or more than 100 times. In addition, in the time-saving gaming state B, the upper limit number of times is set to 1212 times, but it may be any number as long as it is 3.8 times or less the denominator (for example, 319) of the winning probability in the special symbol winning determination table.
[0157] In addition, a time-saving gaming state C may be provided in addition to or instead of the time-saving gaming states A and B. This time-saving gaming state C is a time-saving gaming state that can be entered in some cases where a win is not determined in the special symbol win determination process in the normal gaming state. For example, the probability of entering the time-saving gaming state C may be approximately 1 / 500. Note that any combination of the time-saving gaming states A, B, and C may be used. For example, the time-saving gaming states A and B may be provided without the time-saving gaming state C, or the time-saving gaming states A and C may be provided without the time-saving gaming state B, or the time-saving gaming states B and C may be provided without the time-saving gaming state A, or all of the time-saving gaming states A, B, and C may be provided.
[0158] In addition, although an upper limit number of times is set in the probability variation game state, it is not necessary to set an upper limit number of times. In addition, in this embodiment, as shown in Figure 6, it is a so-called probability variation loop type, but it may be a so-called ST type or a falling lottery type.
[0159] In addition, if the game is an ST type, it may have a special symbol (for example, 100 STs) that grants a guaranteed game state, and a special symbol (for example, 100 STs + 100 time reductions) that grants a time-saving game state after the guaranteed game state and the end of the guaranteed game state.
[0160] Next, the transition of the game state will be described. a: This is the transition when a win is determined in the special pattern win determination process. b: This is the transition when one of the special patterns A, B, or E is determined. c: This is the transition when a win is determined in the special pattern win determination process. d: This is the transition when either the special pattern C or F is determined. e: This is the transition when a win is determined in the special pattern win determination process. f: This is the transition when the symbol change game is played 100 times in succession without winning. g: This is the transition when 898 consecutive symbol change games are played without winning in the time-saving game state A and the normal game state. h: This is the transition when the symbol change game is played 1212 times in succession without winning. i: This is the transition when a win is determined in the special pattern win determination process. j: This is the transition when the symbol change game is played 10,000 times in succession without winning.
[0161] In g, the number of times is set to 898, but it may be set to any number of times as long as it is 2.5 times or more and 3.0 times or less the denominator (for example, 319) of the winning probability in the special symbol winning determination table. Furthermore, the number of times in g is an immutable value that cannot be changed, but it may be possible to allow an amusement store clerk to set any value. In addition, the time-saving gaming state B may not be provided.
[0162] Next, the special symbol variation pattern table will be described with reference to FIG. The special symbol variation pattern table of FIG. 8 is stored in the main ROM 102, and is a table that is referred to when determining the variation time in the symbol variation game.
[0163] When the game state is the normal game state and the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the variation patterns from "variation pattern 1" to "variation pattern 8." Specifically, when the game ball enters the first start hole 21 or the second start hole 22, a random number for determining the variation pattern is acquired, and one of the variation patterns is determined by referring to the acquired random number for determining the variation pattern. Note that when the game ball enters the first start hole 21 or the second start hole 22, a reach determination random number is acquired, and if the reach determination random number corresponds to a random number for executing a reach, one of the variation patterns is determined from "variation pattern 3" to "variation pattern 8," and if the reach determination random number does not correspond to a random number for executing a reach, "variation pattern 1" or "variation pattern 2" is determined. On the other hand, when the game state is the normal game state and the result of the special symbol hit determination process is a hit, the main CPU 101 refers to the random number for determining the fluctuation pattern and determines one of the fluctuation patterns from "Fluctuation Pattern 9" to "Fluctuation Pattern 15."
[0164] Then, when the fluctuation pattern is determined, the "effect content" and the "fluctuation time" (number of seconds S) are determined univocally. When "fluctuation pattern 1" is determined, "shortened fluctuation" is determined as the "effect content", and "2S" is determined as the "fluctuation time". "Shortened fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c simultaneously. When "fluctuation pattern 2" is determined, "normal fluctuation" is determined as the "effect content", and "7S" is determined as the "fluctuation time". "Normal fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c in that order. When "fluctuation pattern 3" is determined, "normal reach" is determined as the "effect content", and "15S" is determined as the "fluctuation time". A "normal reach" is a reach that involves a reach but does not involve any particular development effect (for example, a temporary stop display on a miss, followed by a change in the middle decorative pattern image 26b).Since the selection rate is low when a hit occurs and high when a miss occurs, it is positioned as a reach with a low expectation of a hit.
[0165] When "Variation Pattern 4" is determined, "Super Reach 1" is determined as the "presentation content" and "40S" is determined as the "variation time." "Super Reach 1" refers to a reach in which a development effect is performed during the execution of a reach (normal reach), and a live-action image is displayed on the image display device 26 at the development destination, for example. Since the selection rate when winning is higher than that of a "normal reach" and the selection rate when losing is lower than that of a "normal reach," it is positioned as a reach with a higher expectation of winning than a "normal reach." When "Variation Pattern 5" is determined, "Super Reach 2" is determined as the "presentation content" and "50S" is determined as the "variation time." "Super Reach 2" refers to a reach that develops during the execution of a reach (normal reach) and develops to display a live-action image on the image display device 26, for example, and is positioned as a reach with a higher probability of winning than a "normal reach" because the selection rate when it hits is higher than a "normal reach" and the selection rate when it loses is lower than a "normal reach". Note that the probability of winning may be the same as that of "Super Reach 1", or it may be positioned as a reach with a higher probability of winning than "Super Reach 1".
[0166] If "Variation Pattern 6" is determined, "Pseudo-Consecutive 2 Normal Reach" is determined as the "Performance Content" and "Variation Time" is determined as "30S." "Pseudo-Consecutive 2 Normal Reach" will be explained in more detail later, but "Pseudo-Consecutive 2 Normal Reach" is positioned as a reach with a higher expectation of winning than "Normal Reach" alone and a lower expectation of winning than "Super Reach 1, 2." If "Variation Pattern 7" is determined, "Pseudo-Consecutive 3 Super Reach 1" is determined as the "Performance Content" and "Variation Time" is determined as "70S." "Pseudo-Consecutive 3 Super Reach 1" is positioned as a reach with a higher expectation of winning than "Super Reach 1" alone. If "Variation Pattern 8" is determined, "Pseudo-Consecutive 3 Super Reach 2" is determined as the "Performance Content" and "Variation Time" is determined as "80S." "Pseudo-Consecutive 3 Super Reach 2" is positioned as a reach with a higher expectation of winning than "Super Reach 2" alone. The only difference between "Variation Pattern 9" to "Variation Pattern 14" and "Variation Pattern 3" to "Variation Pattern 8" is whether they are a hit or a miss, and the presentation content and fluctuation time are the same, so we will omit the explanation.
[0167] When "variation pattern 15" is determined, "full rotation reach" is determined as the "presentation content", and "120S" is determined as the "variation time". "Full rotation reach" is a reach in which the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c are aligned with "111", "222", "333", "444", "555", "666", "777", and "888" and scroll (variably displayed) at a low speed, and finally, for example, "777" is displayed as a final result.
[0168] In addition, the selectable variation patterns in the case of a win may be determined by the determined special symbol. For example, variation patterns 9 to 14 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined, and variation pattern 15 may be selected only when special symbol A is determined. Also, variation patterns 9 to 15 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined.
[0169] When the game state is time-saving game state A or B or when the game state is a probability variable game state, if the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the fluctuation patterns from "fluctuation pattern 16" to "fluctuation pattern 21." If "fluctuation pattern 16" is determined, "ultra-reduced fluctuation" is determined as the "effect content," and "1S" is determined as the "fluctuation time." If "fluctuation pattern 17" is determined, "reduced fluctuation" is determined as the "effect content," and "2S" is determined as the "fluctuation time." Here, when the game state is time-saving game state A or B or when the game state is a probability variable game state, if the result of the special symbol hit determination process is a miss and the number of reserved balls is 1 to 3, "ultra-reduced fluctuation" or "reduced fluctuation" is likely to be selected, thereby allowing the time-saving game state A or B or the probability variable game state to be efficiently consumed. It should be noted that "variation pattern 16" may be executed only in the time-shortened gaming state B. This allows the time-shortened gaming state B, which has a higher upper limit than the time-shortened gaming state A, to be efficiently consumed.
[0170] When "variation pattern 18" is determined, "normal variation" is determined as the "effect content" and "7S" is determined as the "variation time". When "variation pattern 19" is determined, "reach stimulation" is determined as the "effect content" and "10S" is determined as the "variation time". "Reach stimulation" is a performance that stimulates whether or not a reach will be formed by, for example, temporarily displaying a "7" symbol as the left decorative pattern image 26a and temporarily displaying a 7 symbol as the right decorative pattern image 26c. As a result of "reach stimulation", for example, if an 8 symbol is temporarily displayed as the right decorative pattern image 26c, a reach will not be formed, but if a 7 symbol is temporarily displayed as the right decorative pattern image 26c, a reach will be formed, and the performance will develop into a "variable short medium super reach" in "variation pattern 20" to "variation pattern 23" described below.
[0171] When "Variation Pattern 20" is determined, "Super Reach 1 during variable time reduction" is determined as the "presentation content" and "30S" is determined as the "variation time." "Super Reach 1 during variable time reduction" is a "Super Reach" exclusive to time-limited play and probability variable play states, and is different from "Super Reach 1, 2" that is performed in normal play states.
[0172] If "variation pattern 21" is determined, "Super Reach 2 during variable time reduction" is determined as the "effect," and "40 seconds" is determined as the "fluctuating time." Note that "Super Reach 2 during variable time reduction" may have the same expected win probability as "Super Reach 1 during variable time reduction," or may be positioned as a reach with a higher expected win probability than "Super Reach 1 during variable time reduction." Since "variation pattern 22" and "variation pattern 23" differ only in whether they are hit or miss and have the same effect and fluctuation time as "variation pattern 20" and "variation pattern 21," their explanations are omitted. If "variation pattern 24" is determined, "sudden win" is determined as the "effect," and "20 seconds" is determined as the "fluctuating time." A "sudden win" is an effect in which "777" is displayed as a temporary stop immediately without going through a reach, and then the number is displayed as a fixed number. Note that "variation pattern 24" may be executed only in time-saving game state B. This allows the time-saving gaming state B, which has a higher upper limit than the time-saving gaming state A, to be efficiently consumed.
[0173] The above-mentioned special symbol variation patterns are not limited to those shown in FIG. 8, and multiple special symbol variation patterns may be provided. Also, the special symbol variation pattern table referenced may differ depending on the setting value. For example, a special symbol variation pattern that is easy to select for each setting value may be provided, or a special symbol variation pattern that can only be selected with that setting value may be provided. This allows the player to guess (or understand) the setting value from the presentation of the executed special symbol variation pattern, which leads to increased interest in the game.
[0174] In addition, the time-saving game state A and the time-saving game state B use the same special symbol variation pattern table, but they may be different. This allows the player to feel as if different game states are being played, even though they are in the same time-saving game state.
[0175] Next, (A) the determination information storage area of the main RAM and (B) the counter of the main RAM will be described with reference to FIG. 9(A) is a schematic diagram showing the determination information storage area (reserved storage area) provided in main RAM 103 and the counter of the main RAM. Main RAM 103 is provided with (A) a reserved storage area corresponding to special symbols and (B) a reserved storage area corresponding to normal symbols. In first start opening 21, determination information (random number values) related to special symbols can be stored in "the variable storage area," "first storage area," "second storage area," "third storage area," and "fourth storage area," respectively. In second start opening 22, determination information (random number values) related to special symbols can be stored in "the variable storage area," "first storage area," "second storage area," "third storage area," and "fourth storage area," respectively. In gate member 20, determination information (random number values) related to normal symbols can be stored in "the variable storage area," "first storage area," "second storage area," "third storage area," and "fourth storage area," respectively. Note that the counter of main RAM is as described above, so its description will be omitted here.
[0176] Next, the commands sent from the main control board 100 to the performance control board 200 will be explained based on Figures 10 and 11. Note that Figures 10 and 11 only show the main commands, and there are also commands that are omitted.
[0177] The "first special symbol storage designation command" indicates the number of reserved first special symbols, and is set in the main RAM 103 and sent to the performance control board 200 when the number of reserved first special symbols increases or decreases.
[0178] The "second special symbol storage designation command" indicates the number of reserved second special symbols, and is set in the main RAM 103 and sent to the performance control board 200 when the number of reserved second special symbols increases or decreases.
[0179] The "performance pattern designation command" indicates the type of special pattern to be displayed in a stopped state, and is set in the main RAM 103 and sent to the performance control board 200 when various special patterns are determined and the display of the special patterns begins to change.
[0180] The "special pattern change pattern designation command" indicates the time for which the special pattern changes on the first special pattern display device 27a or the second special pattern display device 27b, and is set in the main RAM 103 and sent to the performance control board 200 when the display of the special pattern changes starts on the first special pattern display device 27a or the second special pattern display device 27b.
[0181] The "special pattern confirmation command" indicates that a special pattern has been stopped and displayed, and is set in the main RAM 103 when a special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b, and is sent to the performance control board 200.
[0182] The "normal pattern confirmation command" indicates that the normal pattern has been stopped and displayed, and is set in the main RAM 103 when the normal pattern display 27e stops and displays the normal pattern, and is sent to the performance control board 200.
[0183] The "game count display update command" indicates the number of pattern change games from the predetermined timing mentioned above, and is set in the main RAM 103 when the special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b, and is sent to the performance control board 200.
[0184] In this embodiment, in the normal game state, a game number image is displayed on the image display device 26. For example, when the performance control board 200 receives a power-on designation command or a power-restoration designation command, or a winning game ending designation command, it performs processing to display "0" as the game number image, and thereafter, when one symbol variation game is executed and a "game number display update command" is received, it performs processing to update and display (increment by 1) the game number image. This makes it possible to recognize the number of times the pattern change game has been played from the above-mentioned specified timing by visually checking the game number image displayed on the image display device 26 without having to look at the external information display device installed on top of the pachinko game machine 1.
[0185] The "number of games played counter command" indicates the number of times the pattern change game has been played in the normal game state and the time-saving game state A, and is set in the main RAM 103 when the special pattern is displayed in a stopped state on the first special pattern display device 27a or the second special pattern display device 27b, and is sent to the performance control board 200.
[0186] In this embodiment, when the normal gaming state is in effect and the number of symbol variation games remaining until the time-shortened gaming state B is activated reaches 100, a game number counter image is displayed on the image display device 26. In other words, when the received "game number counter command" (counter value) indicates "798", the performance control board 200 performs processing to display the game number counter image (for example, 100 remaining times). Thereafter, each time a "game number counter command" is received, processing is performed to update and display the game number counter image (decrement the display by 1).
[0187] In other words, the number of games played counter image is not displayed until the number of pattern change games remaining until time-saving game state B is activated reaches 100, and is displayed when the number of pattern change games remaining until time-saving game state B is activated reaches 100. This prevents the player from becoming too absorbed in the game if the game number counter image is always displayed.
[0188] The "starting hole winning designation command" is used to notify the performance control board 200 in advance of the result of the winning judgment, and is set in the main RAM 103 when the game ball wins the first starting hole 21 or the second starting hole 22, and is sent to the performance control board 200.
[0189] The "opening designation command for winning games" indicates that a winning game is about to start, and is set in the main RAM 103 and sent to the performance control board 200 when various winning games start.
[0190] The "round designation command" indicates the number of rounds of a winning game, and is set in the main RAM 103 and sent to the performance control board 200 when a round of a winning game starts.
[0191] The "winning game ending designation command" indicates that the winning game has ended, and is set in the main RAM 103 and sent to the performance control board 200 when various winning games end.
[0192] The "normal symbol storage designation command" indicates the number of reserved normal symbols, and is set in the main RAM 103 and sent to the performance control board 200 when the value stored in the reserved normal symbol number storage area increases or decreases.
[0193] The "normal symbol designation command" indicates the type of normal symbol to be displayed in a stopped state on the normal symbol display 27e, and is set in the main RAM 103 and sent to the performance control board 200 when various normal symbols are determined and the variable display of the normal symbols begins.
[0194] The "normal pattern change designation command" indicates the time for the normal pattern to change on the normal pattern display 27e, and is set in the main RAM 103 when the display of the normal pattern change begins, and is sent to the performance control board 200.
[0195] The "opening designation command for normal winning" indicates that a normal winning game is about to begin, and is set in the main RAM 103 when a normal winning game begins, and is sent to the performance control board 200.
[0196] The "normal winning ending designation command" indicates that various normal winning games have ended, and is set in the main RAM 103 when the normal winning game has ended, and is sent to the performance control board 200.
[0197] The "game state designation command" indicates whether or not the game is in a time-shortened game state, whether or not the game is in a high-probability game state, and if the game is in a time-shortened game state, whether the game is in time-shortened game state A or time-shortened game state B. Depending on each game state designation command, it is set in the main RAM 103 when the special symbol starts to change, when the special symbol changes to end (when a winning game starts), and when a winning game ends, and is transmitted to the performance control board 200. Each game state designation command will also be described in detail in the flowchart.
[0198] The "power-on command" and "power restoration command" indicate whether or not powering on the pachinko gaming machine 1 involves initialization of the main RAM 103, and when the power of the pachinko gaming machine 1 is turned on, a power-on command or a power restoration command corresponding to whether or not the main RAM 103 has been initialized and the game status is sent to the performance control board 200.
[0199] In this embodiment, when a "power-on command" or a "power-restoration command" is received, a process is performed to display "0" as the game count image. This prevents the number of symbol variation games played before transitioning to time-saving gaming state B from being easily discovered, for example, when a gaming parlor opens.
[0200] When a "power restoration designation command" is received (when the main RAM 103 has not been initialized), if the game count image displays a number earlier (fewer) than the above-mentioned "898", the game may transition to time-shortened game state B. For example, if the number of times the symbol variation game had been played at the time of closing on the previous day was "100" and the main RAM 103 had not been initialized, the game may transition to time-shortened game state B when the game count image displays "798".
[0201] The "customer waiting state designation command" indicates that the machine has entered a customer waiting state in which the display of special patterns is not changed, and is set in the main RAM 103 when the machine enters a customer waiting state and is sent to the performance control board 200.
[0202] The "error designation command" indicates that an error has occurred in the pachinko game machine 1 and the type of error, and is set in the main RAM 103 when it is determined that any type of abnormality has occurred and is sent to the performance control board 200.
[0203] The "error removal command" indicates that an error that occurred in the pachinko game machine 1 has been resolved, and is set in the main RAM 103 and sent to the performance control board 200 when the resolution of various abnormalities is detected.
[0204] The "setting value designation command" indicates the setting value set in the pachinko gaming machine 1, and is sent to the performance control board 200 after the power to the pachinko gaming machine 1 is turned on, specifically after the power-on designation command or the power-restoration designation command is sent, or while the setting change process is being executed, or while the setting confirmation process is being executed.
[0205] The "setting value changing command" indicates that the setting change process is being executed, and is sent to the performance control board 200 while the setting change process is being executed (FIG. 13). The "setting value checking command" indicates that the setting check process is being executed, and is sent to the performance control board 200 while the setting check process is being executed (Figure 14). The "setting value confirmation end command" indicates that the setting confirmation process has ended, and is sent to the performance control board 200 while the setting confirmation process is being executed (FIG. 14).
[0206] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.
[0207] (Main control board main processing) 12 is a flowchart showing the main processing performed in the main control board 100. This processing is started by the main CPU 101 of the main control board 100 when the power is turned on to the pachinko gaming machine 1 and voltage is supplied to each control board from the power supply board 400.
[0208] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). If the result is that the power is out (power failure state), the process of step S1 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S2. If the power is out (power failure state), the process can be executed using a backup power source (not shown).
[0209] (Step S2) In step S2, the main CPU 101 prohibits interrupts (main control board timer interrupt processing). As a result, the main CPU 101 executes only this processing until an interrupt is permitted in step S18 described later. Then, once the interrupt is prohibited, the processing proceeds to step S3.
[0210] After the processing of step S2 is completed, a firing stop signal (a firing stop command) may be output to set the firing permission signal to a prohibited state. This prevents the game ball from being fired while the interrupt is prohibited. Then, in the first main control board timer interrupt processing after the interrupt is permitted in step S18 described below, the firing permission signal may be set to an permitted state.
[0211] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (whether it is pressed). That is, it determines whether the power supply of the pachinko gaming machine 1 is turned ON (the power SW 400a is ON) with the RAM clear switch 105 pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.
[0212] (Step S4) In step S4, main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key has been inserted into setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position; if it does not detect this, it determines that the setting change key is not in the setting change position. If the result shows that the setting change key is in the setting change position, it proceeds to step S5, and if the setting change key is not in the setting change position, it proceeds to step S7.
[0213] (Step S5) In step S5, the main CPU 101 performs the setting value change process shown in Fig. 13. This process will be described in detail later with reference to Fig. 13. Then, when the setting value change process ends, the process proceeds to step S6.
[0214] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and power has been turned on. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power on" and the speaker 10 to output the sound "Power on." After transmitting the power-on command, the process proceeds to step S17.
[0215] (Step S7) In step S7, when the RAM clear switch 105 is ON and the power SW 400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if a time-shortened gaming state (A or B) is in effect when the gaming parlor closes, the normal gaming state can be restarted when the gaming parlor opens the next day. In this process, each game number counter shown in FIG. 9 is also cleared (counter value is set to 0). Then, after initializing areas 1 and 2 (excluding the setting value storage area) of the main RAM 103, the process proceeds to step S8.
[0216] (Step S8) In step S8, the main CPU 101 transmits a power-on command, and after transmitting the power-on command, the process proceeds to step S17.
[0217] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10. If the setting change key is not in the setting change position, the process proceeds to step S11.
[0218] (Step S10) In step S10, the main CPU 101 performs the setting value confirmation process shown in Fig. 14. This process will be described in detail later with reference to Fig. 14. Then, when the setting value confirmation process ends, the process proceeds to step S11.
[0219] (Step S11) In step S11, the main CPU 101 determines whether backed-up data exists. For example, when the power supply of the pachinko gaming machine 1 is turned off, a backup process (not shown) is performed to retain data, store a checksum, and turn on a backup flag. If the backup flag is on, it is determined that backed-up data exists; if the backup flag is not on, it is determined that no backed-up data exists. If backed-up data exists, the process proceeds to step S12; if no backed-up data exists, it is determined that this is the first power-on, and the process proceeds to step S17.
[0220] (Step S12) In step S12, the main CPU 101 calculates a checksum of the area of the main RAM 103. After calculating the checksum of the area of the main RAM 103, the process proceeds to step S13.
[0221] (Step S13) In step S13, main CPU 101 determines whether the checksum of the area in main RAM 103 is normal. For example, it determines whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it determines that the checksum is normal, and if they do not match, it determines that the checksum is abnormal. If the checksum is normal, the process proceeds to step S15, and if the checksum is abnormal, the process proceeds to step S14.
[0222] (Step S14) In step S14, the main CPU 101 performs a game stop process (error setting). Specifically, it transmits an error command to the performance control board 200 to notify an error using the light emitting device 9, speaker 10, image display device 26, etc., and performs a process that makes it impossible to cancel the error unless the setting value change process of Fig. 13 is performed. Then, it remains in this process unless the setting value change process of Fig. 13 is performed.
[0223] (Step S15) In step S15, the main CPU 101 performs recovery processing. That is, the main CPU 101 restores the normal state to the state before the power outage. Then, once the normal state is restored to the state before the power outage, the main CPU 101 proceeds to step S16.
[0224] (Step S16) In step S16, the main CPU 101 transmits a power restoration command. The power restoration command indicates that the RAM clear switch 105 is OFF and power has been restored. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power restoration in progress" and the speaker 10 to output a sound saying "Power restoration in progress." After transmitting the power restoration command, the process proceeds to step S17.
[0225] (Step S17) In step S17, the main CPU 101 sets the CTC. That is, it sets the CTC (Counter Timer Circuit) which has functions such as generating pulse output at a fixed period and measuring time, and sets the time constant register of the CTC so that the main control board timer interrupt process (described later) is performed periodically every 4 ms. Then, after setting the CTC, the process proceeds to step S18.
[0226] (Step S18) In step S18, the main CPU 101 permits the interrupt. Once the interrupt is permitted, the main CPU 101 waits, and thereafter, a main control board timer interrupt process (described later) is performed every 4 ms.
[0227] (Regarding setting value change processing) 13 is a flowchart showing the setting value change processing (a subroutine of step S5 of the main control board main processing) performed on the main control board 100. The state in which the processing of FIG. 13 is being performed corresponds to the above-mentioned "setting change state."
[0228] (Step S5-1) In step S5-1, the main CPU 101 initializes the areas of the main RAM 103 (excluding the setting value storage area). In this process, each game number counter shown in Fig. 9 is also cleared (counter value is set to 0). Then, after initializing the areas of the main RAM 103 (excluding the setting value storage area), the process proceeds to step S5-2.
[0229] In step S5-1, each game number counter shown in Fig. 9 is also cleared (counter value is set to 0), but each game number counter may not be cleared. This meets the needs of those who want to change the set value but do not want to clear each game number counter.
[0230] (Step S5-2) In step S5-2, the main CPU 101 transmits a setting value changing command. The setting value changing command is a command indicating that a setting value change process is being performed, and upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "settings changing" and the speaker 10 to output a sound saying "settings changing." Then, upon transmitting the setting value changing command, the process proceeds to step S5-3.
[0231] (Step S5-3) In step S5-3, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of main RAM 103 is "1," "1" is displayed on display 104. After reading out the current setting value and displaying it on display 104, the process proceeds to step S5-4.
[0232] (Step S5-4) In step S5-4, main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether RAM clear switch 105 is ON. If RAM clear switch 105 is ON, the process proceeds to step S5-5. If RAM clear switch 105 is not ON, the process proceeds to step S5-7.
[0233] (Step S5-5) In step S5-5, main CPU 101 performs a process to change the set value. For example, if the RAM clear switch 105 is turned ON when the set value is "1," the set value is changed to "2," if the RAM clear switch 105 is turned ON when the set value is "2," the set value is changed to "3," if the RAM clear switch 105 is turned ON when the set value is "3," the set value is changed to "4," if the RAM clear switch 105 is turned ON when the set value is "4," the set value is changed to "5," if the RAM clear switch 105 is turned ON when the set value is "5," the set value is changed to "6," and if the RAM clear switch 105 is turned ON when the set value is "6," the set value is changed to "1." Then, after the set value is changed, the process proceeds to step S5-6.
[0234] (Step S5-6) In step S5-6, main CPU 101 displays the changed setting value on display 104 (for example, the rightmost segment). For example, if RAM clear switch 105 is turned ON while setting value "1" is displayed, setting value "2" is displayed; if RAM clear switch 105 is turned ON while setting value "2" is displayed, setting value "3" is displayed; if RAM clear switch 105 is turned ON while setting value "3" is displayed, setting value "4" is displayed; if RAM clear switch 105 is turned ON while setting value "4" is displayed, setting value "5" is displayed; if RAM clear switch 105 is turned ON while setting value "5" is displayed, setting value "6" is displayed; and if RAM clear switch 105 is turned ON while setting value "6" is displayed, setting value "1" is displayed. Then, after the changed setting value is displayed on display 104, the process proceeds to step S5-7.
[0235] (Step S5-7) In step S5-7, main CPU 101 determines whether a setting value confirmation operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal) to a position rotated 90 degrees counterclockwise (vertical). If a setting value confirmation operation has been performed, the process proceeds to step S5-8, and if a setting value confirmation operation has not been performed, the process proceeds to step S5-4.
[0236] (Step S5-8) In step S5-8, the main CPU 101 stores the setting value in the setting value storage area of the main RAM 103. That is, when the desired setting value is displayed on the display 104, the setting value of the pachinko gaming machine 1 is confirmed by rotating the setting change key 90 degrees counterclockwise (vertical direction). Thereby, subsequent games are played based on the stored setting value. Then, once the setting value is stored in the setting value storage area of the main RAM 103, the process proceeds to step S5-9.
[0237] (Step S5-9) In step S5-9, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S5-6. Then, after display 104 is hidden, the process proceeds to step S5-10.
[0238] (Step S5-10) In step S5-10, the main CPU 101 transmits a setting value specification command. The setting value specification command is a command indicating setting value information. When the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203 and references the setting value information stored in the sub-RAM 203 when executing the setting value suggestion performance described below. Furthermore, when the performance control board 200 receives this command, it terminates the notification such as "Settings are being changed" described above. Then, after transmitting the setting value specification command, the processing proceeds to step S6 of the main control board main processing.
[0239] Note that even when one set value is provided, the set value change process may be performed, and in step S5-5, for example, the set value may be changed from "1" to "1", and in step S5-6, for example, when the RAM clear switch 105 is turned ON while the set value "1" is being displayed, the set value "1" may be displayed. Also, in step S5-8, the set value "1" is already stored, but it may be newly updated and stored.
[0240] (Regarding setting value confirmation processing) 14 is a flowchart showing the setting value confirmation process (a subroutine of step S10 of the main control board main process) performed in the main control board 100. The state in which the process of FIG. 14 is being performed corresponds to the above-mentioned "setting confirmation state."
[0241] (Step S10-1) In step S10-1, the main CPU 101 transmits a setting value checking command. The setting value checking command is a command indicating that a setting value checking process is being performed. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Settings checking" and the speaker 10 to output a sound saying "Settings checking." Then, after transmitting the setting value checking command, the process proceeds to step S10-2.
[0242] (Step S10-2) In step S10-2, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of main RAM 103 is "1," "1" is displayed on display 104. After reading out the current setting value and displaying it on display 104, the process proceeds to step S10-3.
[0243] (Step S10-3) In step S10-3, main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal) to a position rotated 90 degrees counterclockwise (vertical). If an end operation has been performed, the process proceeds to step S10-4; if an end operation has not been performed, the process loops until an end operation is performed.
[0244] (Step S10-4) In step S10-4, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S10-2 above. Then, after display 104 is hidden, the process proceeds to step S10-5.
[0245] (Step S10-5) In step S10-5, the main CPU 101 transmits a setting value confirmation end command. The setting value confirmation end command is a command indicating that the setting value confirmation process has ended, and when the performance control board 200 receives this command, it terminates the notification such as "Settings confirmation in progress" described above. Then, after transmitting the setting value confirmation end command, the process proceeds to step S11 of the main control board main process.
[0246] Note that the setting value confirmation process may be performed even when a single setting value is provided. Also, when no setting value is provided and the device is designated as a setting-unequipped device, the processes of Figs. 13 and 14 may be omitted.
[0247] (Main control board timer interrupt processing) 15 is a flowchart showing main control board timer interrupt processing performed in the main control board 100. This processing is executed by periodically (for example, every 4 ms) interrupting the above-mentioned main control board main processing.
[0248] (Step S101) In step S101, the main CPU 101 saves information stored in a register, and then proceeds to step S102.
[0249] (Step S102) In step S102, the main CPU 101 performs a time management process to update a timer used in a game (for example, the opening time of the big prize opening 24, etc.). Then, after updating the timer used in a game, the process proceeds to step S103.
[0250] (Step S103) In step S103, the main CPU 101 updates the initial random numbers such as the random number values for determining a win, the random number values for determining a special symbol, the random number values for determining a variation pattern, etc. Then, when the various random number update processes are completed, the process proceeds to step S104.
[0251] (Step S104) In step S104, the main CPU 101 detects input from each switch shown in Fig. 4. This process will be described in detail later with reference to Fig. 16. Then, when an input from each switch is detected, the process proceeds to step S105.
[0252] (Step S105) In step S105, the main CPU 101 performs processing related to the special symbol. This processing will be described in detail later with reference to Fig. 18. Then, when the processing related to the special symbol is completed, the process proceeds to step S106.
[0253] (Step S106) In step S106, the main CPU 101 performs processing related to the normal symbol. For example, when the gaming ball passes through the gate member 20, the main CPU 101 performs "normal symbol winning determination processing" to determine the normal symbol and the normal symbol variation time. Then, when the processing related to the normal symbol is completed, the processing proceeds to step S107.
[0254] (Step S107) In step S107, the main CPU 101 performs processing related to the payout of game balls. For example, when the entry of a game ball is detected in the input SW detection processing of step S104, a payout command signal is set in a payout command transmission area in order to send a payout command signal to the payout control board 300 to pay out the corresponding prize ball, and a payout completion signal is received from the payout control board 300. Then, when the processing related to the payout of game balls is completed, the process proceeds to step S108.
[0255] (Step S108) In step S108, the main CPU 101 performs an abnormality determination process. For example, it determines whether the magnetic sensor 27h detects an abnormal magnetism, whether the radio wave sensor 27i detects an abnormal radio wave, etc., and if an abnormality is detected, it performs a process to notify an error. Then, when the abnormality determination process is completed, the process proceeds to step S109.
[0256] (Step S109) In step S109, the main CPU 101 performs a process of transmitting various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command has been set in a command transmission area provided in the main control board 100, and if a command has been set, transmits the set command to the performance control board 200 or the payout control board 300. Then, when the command transmission process is completed, the process proceeds to step S110.
[0257] (Step S110) In step S110, the main CPU 101 performs display control (variable display and fixed display) of special symbols on the first special symbol display device 27a if the symbol change game is based on a gaming ball entering the first start hole 21, and performs display control (variable display and fixed display) of special symbols on the second special symbol display device 27b if the symbol change game is based on a gaming ball entering the second start hole 22. In addition, based on the fact that a gaming ball has entered each start hole and the fact that the symbol change game at each start hole has ended, the main CPU 101 also performs display control of the first special symbol reserved display device 27c and the second special symbol reserved display device 27d. Then, when the display control of the special symbols has ended, the process proceeds to step S111.
[0258] (Step S111) In step S111, the main CPU 101 performs display control (variable display and fixed display) of the normal symbol on the normal symbol display device 27e. In addition, based on the fact that the gaming ball has passed through the gate member 20 and the normal symbol variable game has ended, the main CPU 101 also performs display control on the normal symbol reserved display device 27f. Then, when the display control of the normal symbol has ended, the process proceeds to step S112.
[0259] (Step S112) In step S112, the main CPU 101 performs a game performance information management process. Specifically, the main CPU 101 calculates game performance information using the above-mentioned formula "(number of paid-out game balls in normal game state ÷ number of out balls in normal game state) × 100" and displays the calculated game performance information on the display 104. Then, when the game performance information management process ends, the process proceeds to step S113.
[0260] (Step S113) In step S113, main CPU 101 restores the information saved in step S101 to the register, and then ends the main control board timer interrupt process.
[0261] (Input SW detection process) FIG. 16 is a flowchart showing the input switch detection process performed in the main control board 100 (a subroutine of step S104 of the main control board timer interrupt process).
[0262] (Step S104-1) In step S104-1, the main CPU 101 performs a process when the first start hole is detected. This process will be described in detail later with reference to Figure 17. Then, when the process when the first start hole is detected is completed, the process proceeds to step S104-2.
[0263] (Step S104-2) In step S104-2, when the main CPU 101 receives information that a game ball has been detected from the second start hole detection SW 22a, it executes processing at the time of second start hole detection. Note that this processing will be explained by substituting it for the second start hole 22 in Figure 17. Then, when the processing at the time of second start hole detection is completed, the processing proceeds to step S104-3.
[0264] (Step S104-3) In step S104-3, when the main CPU 101 receives information that a gaming ball has been detected from the normal winning port detection SW 23a, it performs processing to set a payout command signal in a payout command transmission area to have the payout control board 300 pay out eight gaming balls as prize balls. Also, when a gaming ball enters the normal winning port 23 in a winning game, it sets a normal winning port ball entry detection signal in the command transmission area to notify the player of the entry using the speaker 10 and the image display device 26. Then, when the normal winning port detection processing is completed, the processing proceeds to step S104-4.
[0265] (Step S104-4) In step S104-4, when the main CPU 101 receives information indicating that a gaming ball has entered the special prize opening detection SW 24a, it performs processing to set a payout command signal in a payout command transmission area to cause the payout control board 300 to pay out 12 gaming balls as prize balls. Furthermore, a special prize opening ball entry detection signal is set in the command transmission area to notify the image display device 26 or the like that a gaming ball has entered the special prize opening 24. Examples of notification using the image display device 26 or the like include, for example, when the special prize opening detection SW 24a detects more than 10 gaming balls per round (also referred to as an over-entry), an indication of this is displayed on the image display device 26 or a sound (e.g., a "pirorin♪" sound) is output from the speaker 10. After the special prize opening detection processing is completed, the process proceeds to step S104-5. In addition, the notification of an over-winning win is not limited to a sound from the speaker 10, but may also be made by the light-emitting device 9, by displaying a specific character on the image display device 26, or by vibrating the effect button 14 or effect lever 15 with a vibration device.
[0266] (Step S104-5) In step S104-5, when the main CPU 101 receives information from the gate detection SW 20a that a game ball has been detected, it performs a pass gate detection process. Then, when the pass gate detection process is completed, the process proceeds to step S105 of the main control board timer interrupt process.
[0267] (Regarding processing when the first starting port is detected) Figure 17 is a flowchart (subroutine of step S104-1 of the input SW detection process) showing the processing performed when the first start port is detected in the main control board 100. Note that the same processing is performed when the second start port is detected, so the first start port can simply be read as the second start port.
[0268] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether information indicating that a game ball has entered has been input from the first start hole detection SW21a. If information indicating that a game ball has entered has been input from the first start hole detection SW21a, the process proceeds to step S104-1-2. If information indicating that a game ball has entered has not been input from the first start hole detection SW21a, the process proceeds to step S104-2 of the input SW detection process.
[0269] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area to have the payout control board 300 pay out three game balls (two balls if the game ball has entered the second start port 22) as prize balls for the game ball entering the first start port 21. After setting the prize ball command, the process proceeds to step S104-1-3.
[0270] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. In other words, it determines whether the number of reserved symbol variation games in the first start slot 21 is "4". If the "fourth storage area" has been stored, the process proceeds to step S104-2 of the input switch detection process, and if the "fourth storage area" has not been stored, the process proceeds to step S104-1-4.
[0271] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for determining whether a win has occurred. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. After acquiring the random number value for determining whether a win has occurred, the process proceeds to step S104-1-5.
[0272] The random number value for hit determination may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the value has been stored up to the "fourth storage area," the acquired random number value may be discarded.
[0273] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for determining a special symbol. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. After acquiring the random number value for determining a special symbol, the process proceeds to step S104-1-6.
[0274] The random number value for determining the special symbol may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the value has been stored up to the "fourth storage area," the acquired random number value may be discarded.
[0275] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. Then, after acquiring the random number value for determining a special symbol variation pattern, the process proceeds to step S104-1-7.
[0276] The random number value for determining the special symbol variation pattern may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0277] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the random number values for determining a win, the random number values for determining a special symbol, and the random number values for determining a special symbol variation pattern as determination information in an available memory area. For example, if the "third memory area" is stored and the "fourth memory area" is available, the main CPU 101 stores each random number value in the "fourth memory area." Then, once each random number value has been stored in an available memory area, the process proceeds to step S104-1-8.
[0278] (Step S104-1-8) In step S104-1-8, the main CPU 101 performs a winning time determination process. This winning time determination process is a process for determining whether the random number value acquired in step S104-1-4 is a winning value prior to the special symbol winning time determination process in the special symbol variation start time process (see FIG. 19). As a result, for example, if the winning time determination random number value stored in the "fourth memory area" in step S104-1-7 is a winning value, a preview effect ("preview effect" described below) can be executed across multiple variations. Then, when the winning time determination process is completed, the process proceeds to step S104-1-9.
[0279] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning designation command in the command transmission area in order to send the first start port winning designation command to the performance control board 200. The first start port winning designation command also includes information on the judgment result of the winning time judgment process in step S104-1-8, and by receiving this command, the performance control board 200 can recognize whether the judgment result of the winning time judgment process is a win or a miss. Then, after setting the first start port winning designation command, the processing proceeds to step S104-1-10.
[0280] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the special symbol storage designation command in the command transmission area in order to transmit the special symbol storage designation command to the performance control board 200. Then, when the special symbol storage designation command is set, the process proceeds to step S104-2 of the input switch detection process.
[0281] (Regarding special design related processing) FIG. 18 is a flowchart showing the special symbol-related processing performed in the main control board 100 (a subroutine of step S105 of the main control board timer interrupt processing).
[0282] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating a stopped game is stored in the special symbol state flag storage area of the main RAM 103. For example, when the main CPU 101 starts the variation of the special symbol, it sets the value "1" indicating the game is changing in the special symbol state flag storage area (step S105-2-13 in FIG. 19 described later), and when it stops the variation of the special symbol, it sets the value "0" indicating the game is stopped in the special symbol state flag storage area (step S105-4-3 in FIG. 20 described later). After setting the value "0" indicating the game is stopped, if a win occurs, the value "2" indicating a winning game is set. If the value "0" indicating the game is stopped is set, the process proceeds to step S105-2, and if the value "0" indicating the game is stopped is not set, the process proceeds to step S105-3.
[0283] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start processing shown in Fig. 19. This processing will be described in detail later with reference to Fig. 19. Then, when the special symbol variation start processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0284] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating that the special symbol state is changing is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating that the special symbol state is changing is set, the process proceeds to step S105-4, and if the value "1" indicating that the special symbol state is changing is not set, the process proceeds to step S105-5.
[0285] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol variation process shown in Fig. 20. This process will be described in detail later with reference to Fig. 20. Then, when the special symbol variation process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0286] (Step S105-5) In step S105-5, when the main CPU 101 determines that the value "0" indicating a stopped state is not set and that the value "1" indicating a fluctuating state is not set, it determines that the value "2" indicating a winning game is set and performs the winning game processing shown in Fig. 22. This processing will be described in detail later using Fig. 22. Then, when the winning game processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0287] (Regarding the processing at the start of special pattern fluctuations) FIG. 19 is a flowchart showing the special symbol variation start processing performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related processing).
[0288] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a reserved item in the reserved memory area of the symbol variation game corresponding to the second start slot 22 provided in the main RAM 103. If there is a reserved item corresponding to the second start slot 22, the process proceeds to step S105-2-2, and if there is no reserved item corresponding to the second start slot 22, the process proceeds to step S105-2-4.
[0289] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reserved balls in the second start port 22. The subtraction corresponds to sliding the judgment information (random number values) in the "relevant variable memory area" to the "fourth memory area" and then emptying the memory area of "1". Accordingly, the display of the second special symbol reserved indicator 27d also changes to a display mode corresponding to the number of reserved balls (from "flashing" to "on" or from "on" to "off"). Then, after subtracting "1" from the number of reserved balls in the second start port 22, the process proceeds to step S105-2-3.
[0290] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a special symbol storage designation command (second special symbol storage designation command) in the command transmission area to subtract the number of reserved symbols managed by the performance control board 200. Then, when the special symbol storage designation command (second special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0291] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a reservation in the reservation memory area corresponding to the first start port 21 provided in the main RAM 103. If there is a reservation corresponding to the first start port 21, the process proceeds to step S105-2-5, and if there is no reservation corresponding to the first start port 21, the process proceeds to step S105-2-7.
[0292] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of reserved positions in the first start port 21. The subtraction corresponds to sliding the judgment information (random number values) in the "relevant variable memory area" to the "fourth memory area" and then emptying the memory area of "1". Accordingly, the display of the first special symbol reserved indicator 27c also changes to a display mode corresponding to the number of reserved positions (from "flashing" to "on" or from "on" to "off"). Then, after subtracting "1" from the number of reserved positions in the first start port 21, the process proceeds to step S105-2-6.
[0293] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets a special symbol storage designation command (first special symbol storage designation command) in the command transmission area to subtract the number of reserved symbols managed by the performance control board 200. Then, when the special symbol storage designation command (first special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0294] (Step S105-2-7) In step S105-2-7, if there is neither a hold corresponding to the second start port 22 nor a hold corresponding to the first start port 21, the main CPU 101 sets a customer waiting state designation command in the command transmission area to display a "Waiting for Customer" screen on the image display device 26. Then, after setting the customer waiting state designation command, the process proceeds to step S106 of the main control board timer interrupt process.
[0295] The "Waiting for Customers" screen is, for example, a state in which the sub-patterns determined and displayed in the most recently ended pattern change game, the background image displayed in the most recently ended pattern change game, the change icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of the second start port may also be included), and is further displayed with, for example, an image notifying that the volume or light intensity can be adjusted (for example, an image imitating a level gauge image or a cross key button), a button image for starting a menu in which various effects can be set, etc. Then, when a predetermined time has elapsed in the "Waiting for Customers" state, a "demo effect" is executed. In the "demo performance", the sub-patterns and background images displayed in "Waiting for customers", as well as the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (which may also include the reserved ball image display area of the second start port) are not displayed, and for example, the entire display area is used to display the model name, manufacturer name, and cautionary information to prevent players from becoming addicted to the game. Then, when a predetermined time has passed in the "demo performance", the status changes to "Waiting for customers" again.
[0296] It is also possible not to send the customer waiting state designation command. In this case, the performance control board 200 measures the time from the end of the previous symbol variation game, and if a predetermined time is measured without receiving a new start command (such as a special symbol variation pattern designation command), the "Waiting for Customers" screen is displayed. In this way, the customer waiting state designation command is unnecessary, which makes it possible to reduce commands and simplify control.
[0297] (Step S105-2-8) In step S105-2-8, if the main CPU 101 reaches this processing after performing step S105-2-2, it uses the determination information (random number value) acquired and stored in the second start hole detection processing to determine whether the determination information (random number value) is a winning determination information (random number value). Furthermore, the main CPU 101 determines a special symbol based on the result of the determination. For example, if it determines that the determination information (random number value) acquired and stored in the first start hole detection processing is a winning, it determines one of special symbols A to C, and if it determines that the determination information (random number value) acquired and stored in the first start hole detection processing is a losing, it determines special symbol D. Then, when the special symbol winning determination processing is completed, the process proceeds to step S105-2-9.
[0298] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the effect symbol designation command in the command transmission area in order to send the effect symbol designation command to the effect control board 200. For example, if the special symbol D is determined based on the determination result of step S105-2-8, the effect symbol designation command corresponding to the special symbol D is set. Then, when the effect symbol designation command is set, the process proceeds to step S105-2-10.
[0299] (Step S105-2-10) In step S105-2-10, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game (using the special symbol variation pattern table shown in FIG. 8). Then, after determining the variation pattern of the special symbol, the process proceeds to step S105-2-11.
[0300] (Step S105-2-11) In step S105-2-11, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area to send a command indicating the special symbol variation pattern determined in step S105-2-10 to the performance control board 200. For example, if "variation pattern 9" is determined in step S105-2-10, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, after the special symbol variation pattern designation command is set, the process proceeds to step S105-2-12.
[0301] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets the fluctuation time (see FIG. 8) corresponding to the special symbol fluctuation pattern determined in step S105-2-10 in the time management counter of the main RAM 103. For example, if "fluctuation pattern 9" is determined, the fluctuation time "15S" is set. Then, after setting the fluctuation time, the process proceeds to step S105-2-13.
[0302] (Step S105-2-13) In step S105-2-13, the main CPU 101 sets the value "1" indicating that the special symbol is changing in the special symbol status flag storage area of the main RAM 103. This allows the player to recognize that the special symbol is changing. In addition, in this process, the main CPU 101 starts subtracting the change time set in step S105-2-12. Then, when the value "1" indicating that the special symbol is changing is set in the special symbol status flag storage area, the main CPU 101 proceeds to step S106 of the main control board timer interrupt process.
[0303] In the above explanation of Figure 19, if there is judgment information for the second starting hole 22 in step S105-2-1, the special pattern hit judgment process is executed in priority to the first starting hole 21, but the special pattern hit judgment process may also be executed in the order in which the balls enter the first starting hole 21 and the second starting hole 22.
[0304] (Regarding processing during special pattern changes) FIG. 20 is a flowchart showing the special symbol variable process performed in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).
[0305] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variable time has elapsed in the time management counter of the main RAM 103. For example, if "variable pattern 9" is determined and "15S" is set, it determines whether "15S" has elapsed. If the variable time for the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variable time for the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0306] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol determination command in the command transmission area to transmit a special symbol determination command for stopping the sub-symbols being variably displayed on the image display device 26 to the performance control board 200. Then, after setting the special symbol determination command, the process proceeds to step S105-4-3.
[0307] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that the special symbol is stopped. Then, after setting the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area, the process proceeds to step S105-4-4.
[0308] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of the determination in step S105-2-8 in Fig. 19 is a win or not. If it is a win, the process proceeds to step S105-4-5, and if it is not a win, the process proceeds to step S105-4-11.
[0309] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" indicating a winning game in the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that a winning game has occurred. Then, after setting the value "2" indicating a winning game in the special symbol state flag storage area, the main CPU 101 proceeds to step S105-4-6.
[0310] (Step S105-4-6) In step S105-4-6, the main CPU 101 clears the game state. For example, if the current game state is the normal game state, it remains the normal game state; if the current game state is the time-saving game state (A, B), it becomes the normal game state; and if the current game state is the probability variable game state, it becomes the normal game state. This prevents the player from suffering losses when, for example, a winning combination occurs in the time-saving game state (A, B), normal power support is disabled during the winning combination, and the game balls only enter the second start slot 22 during the winning combination, and the game balls do not enter the big prize slot 24. Then, after the game state is cleared, the process proceeds to step S105-4-7.
[0311] (Step S105-4-7) In step S105-4-7, the main CPU 101 clears each game number counter. That is, when a winning game is won, each game number counter is cleared (counter value is set to 0) before the winning game starts. Then, after each game number counter is cleared, the process proceeds to step S105-4-8.
[0312] (Step S105-4-8) In step S105-4-8, the main CPU 101 transitions to a winning opening that notifies the start of a winning game. For example, the winning state storage area of the main RAM 103 stores the state of the winning game, and if it is a winning opening, "0" is set, if the big prize opening 24 is open, "1" is set, if it is an interval between rounds, "2" is set, and if it is an ending, "3" is set. Then, after transitioning to the winning opening, the process transitions to step S105-4-9.
[0313] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a winning opening command in the command transmission area in order to transmit a winning opening command for executing an effect corresponding to the opening of a winning game to the effect control board 200. Then, after setting the winning opening command, the process proceeds to step S105-4-10.
[0314] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets a time corresponding to the opening of the winning game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the time corresponding to the winning opening, the process proceeds to step S106 of the main control board timer interrupt process.
[0315] (Step S105-4-11) In step S105-4-11, the main CPU 101 performs the game state specific processing shown in Fig. 21. This processing will be described in detail later with reference to Fig. 21. Then, when the game state specific processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0316] (Processing by game state) FIG. 21 is a flowchart showing the processing for each game state performed in the main control board 100 (a subroutine of step S105-4-11 of the processing during special symbol variation).
[0317] (Step S105-4-11-1) In step S105-4-11-1, the main CPU 101 determines whether the current gaming state is time-shortened gaming state A. Specifically, it determines whether "1" indicating time-shortened gaming state A is stored in the gaming state storage area of the main RAM 103. If the current gaming state is time-shortened gaming state A, the process proceeds to step S105-4-11-2, and if the current gaming state is not time-shortened gaming state A, the process proceeds to step S105-4-11-8.
[0318] (Step S105-4-11-2) In step S105-4-11-2, the main CPU 101 updates (increments) the counter for activating the time-shortened gaming state B provided in the main RAM 103. Specifically, the counter for activating the time-shortened gaming state B is incremented by "1." Since the counter for activating the time-shortened gaming state B does not become "898" in the time-shortened gaming state A, after completing this process, the process proceeds to step S105-4-11-3, where the time-shortened gaming state number counter is updated (decremented). The update can be performed in either a symbol change game based on a game ball entering the first starting hole 21 or a symbol change game based on a game ball entering the second starting hole 22.
[0319] (Step S105-4-11-3) In step S105-4-11-3, the main CPU 101 updates (decrements) the time-shortened game state game number counter provided in the main RAM 103. Specifically, the time-shortened game state game number counter is decremented by "1." Then, after updating (decrementing) the time-shortened game state game number counter, the process proceeds to step S105-4-11-4.
[0320] (Step S105-4-11-4) In step S105-4-11-4, the main CPU 101 sets a game number counter command. After setting the game number counter command, the process proceeds to step S105-4-11-5.
[0321] (Step S105-4-11-5) In step S105-4-11-5, the main CPU 101 determines whether the counter value after the subtraction, which was updated (decremented) in step S105-4-11-3, is 0. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-6, and if the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0322] (Step S105-4-11-6) In step S105-4-11-6, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, it stores "0", which indicates the normal gaming state, in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-4-11-7.
[0323] (Step S105-4-11-7) In step S105-4-11-7, the main CPU 101 sets a game state designation command (normal) in the command transmission area to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, when the game state designation command (normal) indicating the normal game state is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0324] (Step S105-4-11-8) In step S105-4-11-8, the main CPU 101 determines whether the current gaming state is the normal gaming state. Specifically, it determines whether "0", which indicates the normal gaming state, is stored in the gaming state storage area of the main RAM 103. If the current gaming state is the normal gaming state, the process proceeds to step S105-4-11-9. If the current gaming state is not the normal gaming state, the process proceeds to step S105-4-11-17.
[0325] (Step S105-4-11-9) In step S105-4-11-9, the main CPU 101 updates (increments) the counter for activating the time-shortened gaming state B provided in the main RAM 103. Specifically, the counter for activating the time-shortened gaming state B is incremented by "1." After updating (incrementing) the counter for activating the time-shortened gaming state B, the process proceeds to step S105-4-11-10. The update can be performed in either a symbol change game based on a game ball entering the first starting hole 21 or a symbol change game based on a game ball entering the second starting hole 22.
[0326] (Step S105-4-11-10) In step S105-4-11-10, the main CPU 101 sets a game number counter command. After setting the game number counter command, the process proceeds to step S105-4-11-11.
[0327] (Step S105-4-11-11) In step S105-4-11-11, the main CPU 101 sets a game count display update command, and after setting the game count display update command, the process proceeds to step S105-4-11-12.
[0328] (Step S105-4-11-12) In step S105-4-11-12, the main CPU 101 determines whether the counter value after updating (adding) the counter for activating the time-shortened gaming state B in step S105-4-11-9 is "898." If the updated counter value is "898," the process proceeds to step S105-4-11-13, and if the updated counter value is not "898," the process proceeds to step S106 of the main control board timer interrupt process.
[0329] (Step S105-4-11-13) In step S105-4-11-13, the main CPU 101 sets the gaming state to the time-shortened gaming state B. Specifically, "3", which indicates the time-shortened gaming state, is stored in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the time-shortened gaming state B, the process proceeds to step S105-4-11-14.
[0330] That is, in this embodiment, when the play count counter for activating the time-shortened play state B reaches "898" in the normal play state, the game state transitions from the normal play state to the time-shortened play state B. The play count counter for activating the time-shortened play state B is cleared, for example, in step S105-4-7 of FIG. 20, so that if the symbol change game is played "898" times in succession without winning a winning game in the time-shortened play state A and the normal play state (a disadvantageous situation for the player), the game state transitions to the time-shortened play state B as a rescue. This serves as a guideline for "898" times, and can reduce the number of players who continue playing without limit.
[0331] Furthermore, when multiple setting values are provided, the value of the play count counter for activating time-shortened game state B, which will result in a transition to time-shortened game state B, may be common to all setting values. For example, whether the setting value is 1 or 6, the value of the play count counter for activating time-shortened game state B, which will result in a transition to time-shortened game state B, may be "898." This prevents players from continuing to play blindly without knowing which setting value is set, and makes it possible to clearly indicate a guideline, such as "898" times, regardless of the setting value.
[0332] On the other hand, when multiple setting values are provided, the value of the play count counter for activating time-shortened game state B, which will transition to time-shortened game state B, may be different for each setting value. For example, it may be set to "898" when the setting value is 1, and "750" when the setting value is 6. This allows the setting value to be ascertained from the number of plays that transition to time-shortened game state B, so that attention to the number of plays that transition to time-shortened game state B leads to increased interest in the game.
[0333] (Step S105-4-11-14) In step S105-4-11-14, the main CPU 101 sets "1212" to a time-shortened game state play count counter provided in the main RAM 103. That is, if the symbol variation game is played "898" times consecutively in the time-shortened game state A and the normal game state without winning a winning game (a situation unfavorable to the player), the time-shortened game state B is granted "1212" times as a rescue. Then, after setting "1212" to the time-shortened game state play count counter, the process proceeds to step S105-4-11-15.
[0334] (Step S105-4-11-15) In step S105-4-11-15, the main CPU 101 sets a game state designation command (time reduction B) in the command transmission area to transmit the game state designation command (time reduction B) indicating that the game is in the time-shortened game state B to the performance control board 200. Then, when the game state designation command (time reduction B) indicating that the game is in the time-shortened game state B is set, the process proceeds to step S105-4-11-16.
[0335] (Step S105-4-11-16) In step S105-4-11-16, the main CPU 101 clears the game number counter for activating the time-shortened game state B in the main RAM 103 (sets the counter value to 0). Then, after clearing the game number counter for activating the time-shortened game state B (sets the counter value to 0), the main CPU 101 shifts the processing to step S106 of the main control board timer interrupt processing.
[0336] (Step S105-4-11-17) In step S105-4-11-17, the main CPU 101 determines whether the current gaming state is time-shortened gaming state B. Specifically, it determines whether "3", which indicates time-shortened gaming state B, is stored in the gaming state storage area of the main RAM 103. If the current gaming state is time-shortened gaming state B, the process proceeds to step S105-4-11-18, and if the current gaming state is not time-shortened gaming state B, the process proceeds to step S105-4-11-23.
[0337] (Step S105-4-11-18) In step S105-4-11-18, the main CPU 101 updates (decrements) the time-shortened game state game number counter provided in the main RAM 103. Specifically, the time-shortened game state game number counter is decremented by "1." Then, after updating (decrementing) the time-shortened game state game number counter, the main CPU 101 proceeds to step S105-4-11-19.
[0338] (Step S105-4-11-19) In step S105-4-11-19, the main CPU 101 sets a game number counter command, and then proceeds to step S105-4-11-20 after setting the game number counter command.
[0339] (Step S105-4-11-20) In step S105-4-11-20, the main CPU 101 determines whether the counter value after the subtraction, which was updated (decremented) in step S105-4-11-18, is 0. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-21, and if the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0340] (Step S105-4-11-21) In step S105-4-11-21, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, "0" indicating the normal gaming state is stored in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-4-11-22.
[0341] (Step S105-4-11-22) In step S105-4-11-22, the main CPU 101 sets a game state designation command (normal) in the command transmission area to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, when the game state designation command (normal) indicating the normal game state is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0342] (Step S105-4-11-23) In step S105-4-11-23, the main CPU 101 updates (increments) the probability variable game state play number counter provided in the main RAM 103. Specifically, the probability variable game state play number counter is incremented by "+1." Then, after updating (incrementing) the probability variable game state play number counter, the process proceeds to step S105-4-11-24. When the number of games played in the probability variable game state counter is updated (incremented) and reaches 10,000, the same processes as in steps S105-4-11-6 and S105-4-11-7 are carried out, but are omitted from this flowchart.
[0343] (Step S105-4-11-24) In step S105-4-11-24, the main CPU 101 sets a game number counter command. After setting the game number counter command, the process proceeds to step S106 of the main control board timer interrupt process.
[0344] (Regarding winning game processing) FIG. 22 is a flowchart showing the winning game processing carried out in the main control board 100 (a subroutine of step S105-5 of the special symbol related processing).
[0345] (Step S105-5-1) In step S105-5-1, the main CPU 101 determines whether a winning opening is in progress. That is, it determines whether "0", which indicates a winning opening, is set in the winning status storage area of the main RAM 103. When the large prize opening is opened in step S105-5-3 described below, the value in the winning status storage area changes from "0" to "1". If a winning opening is in progress, the process proceeds to step S105-5-2, and if a winning opening is not in progress, the process proceeds to step S105-5-4.
[0346] (Step S105-5-2) In step S105-5-2, the main CPU 101 determines whether the time corresponding to the winning opening (for example, "10 seconds") has elapsed. If the time corresponding to the winning opening has elapsed, the process proceeds to step S105-5-3. If the time corresponding to the winning opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0347] (Step S105-5-3) In step S105-5-3, the main CPU 101 drives the special prize opening opening solenoid 24b to open the special prize opening 24. The main CPU 101 also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. This starts the first round of the winning game. In this process, the value of the winning status storage area is changed from "0" to "1." Once the special prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0348] (Step S105-5-4) In step S105-5-4, the main CPU 101 determines whether the large prize opening is currently open. It determines whether "1", which indicates that the large prize opening is currently open, is set in the win status storage area of the main RAM 103. If the large prize opening is currently open, the process proceeds to step S105-5-5. If the large prize opening is not currently open, the process proceeds to step S105-5-7.
[0349] (Step S105-5-5) In step S105-5-5, the main CPU 101 determines whether either of the following conditions for closing the large prize opening has been met: the large prize opening 24 has remained open for 29.5 seconds without the large prize opening detection SW 24a detecting 10 balls entering, or the large prize opening detection SW 24a detecting 10 balls entering. If the large prize opening closing condition has been met, the process proceeds to step S105-5-6; if the large prize opening closing condition has not been met, the process proceeds to step S106 of the main control board timer interrupt process.
[0350] (Step S105-5-6) In step S105-5-6, the main CPU 101 transitions to the inter-round interval, which is the time between when the large prize opening 24 closes and when it opens again. In this process, the value of the win status storage area is changed from "1" to "2." Then, after transitioning to the inter-round interval, the process transitions to step S106 of the main control board timer interrupt process.
[0351] (Step S105-5-7) In step S105-5-7, the main CPU 101 determines whether an inter-round interval is occurring. That is, it determines whether "2", which indicates an inter-round interval, is set in the win status storage area of the main RAM 103. If an inter-round interval is occurring, the process proceeds to step S105-5-8. If an inter-round interval is not occurring, the process proceeds to step S105-5-13.
[0352] (Step S105-5-8) In step S105-5-8, the main CPU 101 determines whether the final round has ended. For example, in step S105-5-11 described below, if the number of remaining rounds is "0" as a result of updating (incrementing or decrementing) the number of rounds, the main CPU 101 determines that the final round has ended in this process. If the final round has ended, the process proceeds to step S105-5-9, and if the final round has not ended, the process proceeds to step S105-5-11.
[0353] (Step S105-5-9) In step S105-5-9, the main CPU 101 transitions to an ending that notifies the user that the winning game has ended. In this process, the value of the winning status storage area is changed from "2" to "3." In addition, a time corresponding to the ending of the winning game (for example, 10 seconds) is set in the time management counter of the main RAM 103. Then, after transitioning to the ending, the process transitions to step S105-5-10.
[0354] (Step S105-5-10) In step S105-5-10, the main CPU 101 sets an ending command in the command transmission area to transmit an ending command for executing a presentation corresponding to the ending of the winning game to the presentation control board 200. Then, after setting the ending command, the process proceeds to step S106 of the main control board timer interrupt process.
[0355] (Step S105-5-11) In step S105-5-11, the main CPU 101 updates the value of the round number counter in the main RAM 103. The updating method may be increment or decrement. For example, if a 5-round win is awarded, the round number counter in the main RAM 103 may be set to "5" and decremented by one each time a round is completed, or the round number counter in the main RAM 103 may not be set to "5" but may be incremented by one each time a round is completed. After updating the number of rounds, the process proceeds to step S105-5-12.
[0356] (Step S105-5-12) In step S105-5-12, the main CPU 101 drives the special prize opening opening solenoid 24b to open the special prize opening 24. The main CPU 101 also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. This starts the second and subsequent rounds of the winning game. In this process, the value of the winning status storage area is changed from "0" to "1." Once the special prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0357] (Step S105-5-13) In step S105-5-13, the main CPU 101 determines whether the time (for example, 10 seconds) corresponding to the ending set in step S105-5-9 has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-5-14, and if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0358] (Step S105-5-14) In step S105-5-14, the main CPU 101 determines whether the special symbol is one of "special symbol A," "special symbol B," or "special symbol E." In other words, it determines whether the special symbol determined based on the win is one of "special symbol A," "special symbol B," or "special symbol E." If the special symbol is one of "special symbol A," "special symbol B," or "special symbol E," the process proceeds to step S105-5-15, and if the special symbol is not one of "special symbol A," "special symbol B," or "special symbol E," the process proceeds to step S105-5-18.
[0359] (Step S105-5-15) In step S105-5-15, the main CPU 101 sets the gaming state to a probability variable gaming state. Therefore, in this process, "2" is set in the gaming state storage area of the main RAM 103. Then, after "2" is set in the gaming state storage area of the main RAM 103, the process proceeds to step S105-5-16.
[0360] (Step S105-5-16) In step S105-5-16, the main CPU 101 sets a game state designation command (probability change) in the command transmission area to transmit a game state designation command (probability change) indicating that the game state is in a probability change game state to the performance control board 200. Then, when the game state designation command indicating that the game state is in a probability change game state is set, the process proceeds to step S105-5-17.
[0361] (Step S105-5-17) In step S105-5-17, the main CPU 101 sets the value "0" indicating that the game is stopped in the special symbol status flag storage area of the main RAM 103. Then, when the value "0" indicating that the game is stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0362] (Step S105-5-18) In step S105-5-18, the main CPU 101 sets the gaming state to the time-shortened gaming state A. Therefore, in this process, "1" is set in the gaming state storage area of the main RAM 103. Then, after "1" is set in the gaming state storage area of the main RAM 103, the process proceeds to step S105-5-19.
[0363] (Step S105-5-19) In step S105-5-19, the main CPU 101 sets "100" to the time-shortened game state play count counter provided in the main RAM 103. This means that "100" time-shortened game state A will start from the next variation. Then, after setting "100" to the time-shortened game state play count counter provided in the main RAM 103, the process proceeds to step S105-5-20.
[0364] (Step S105-5-20) In step S105-5-20, the main CPU 101 sets a game state designation command (time reduction A) indicating that the game is in the time-shortened game state A in the command transmission area to transmit the command to the performance control board 200. Then, when the game state designation command (time reduction A) indicating that the game is in the time-shortened game state A is set, the process proceeds to step S105-5-21.
[0365] (Step S105-5-21) In step S105-5-21, the main CPU 101 sets the value "0" indicating that the game is stopped in the special symbol status flag storage area of the main RAM 103. Then, when the value "0" indicating that the game is stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0366] Next, the control processing performed by the sub-CPU 201 of the performance control board 200 will be described.
[0367] (Regarding control processing performed by the sub-CPU 201) 23 to 26 are stored in the sub ROM 202, and the sub CPU 201 reads out the control programs from the sub ROM 202 and performs control processing in accordance with the read out control programs. First, the performance control board main processing in FIG. 23 will be described.
[0368] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). As a result, if the power is out (power failure state), the process of step S200 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S201. If the power is out (power failure state), the process can be executed using a backup power source (not shown).
[0369] (Step S201) In step S201, the sub CPU 201 performs an initial setting process to initialize the values of internal registers, etc. Then, when the initial setting process is completed, the process proceeds to step S202.
[0370] (Step S202) In step S202, the sub-CPU 201 sets the CTC. That is, it sets the CTC (counter timer circuit) which has the function of generating a pulse output at a fixed period and the function of measuring time, and sets the time constant register of the CTC so that the performance control board timer interrupt processing described later is performed periodically every 4 ms. Then, after setting the CTC, the process proceeds to step S203.
[0371] (Step S203) In step S203, the sub-CPU 201 inhibits the interruption of the performance control board timer interrupt process, which is executed by periodically interrupting the performance control board main process. Then, after inhibiting the interruption, the process proceeds to step S204.
[0372] (Step S204) In step S204, the sub-CPU 201 updates the random numbers for effect. Then, when the update process of the random numbers for effect is completed, the process proceeds to step S205.
[0373] (Step S205) In step S205, the sub-CPU 201 allows the interruption of the performance control board timer interrupt process, which is executed by periodically interrupting the performance control board main process. Then, when the interruption is allowed, the process again proceeds to step S203, and thereafter, steps S203 to S205 are looped.
[0374] (Regarding the performance control board timer interrupt processing) 24 is a flowchart showing the performance control board timer interrupt processing performed in the performance control board 200. This processing is executed by periodically interrupting the performance control board main processing described above (for example, every 4 ms).
[0375] (Step S300) In step S300, the sub CPU 201 saves the contents of the registers in the stack area. After saving the contents of the registers in the stack area, the process proceeds to step S301.
[0376] (Step S301) In step S301, the sub-CPU 201 performs processing to update the timer managed by the performance control board 200. Then, after updating the timer, the process proceeds to step S302.
[0377] (Step S302) In step S302, the sub-CPU 201 performs input processing of the operation device. For example, the sub-CPU 201 performs processing according to input from the effect button detection SW 14a, effect lever detection SW 15a, and cross key detection SW 16a. Then, when the input processing of the operation device is completed, the process proceeds to step S303.
[0378] (Step S303) In step S303, the sub CPU 201 performs the main command reception process shown in Figures 25 and 26. This process will be described in detail later with reference to Figures 25 and 26. Then, when the main command reception process ends, the process proceeds to step S304.
[0379] (Step S304) In step S304, the sub-CPU 201 performs processing to transmit a sub-command. A sub-command is a command set in the main command reception processing of FIGS. 25 and 26, which will be described later, and in this processing, the sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command control the display, sound, light emission, and drive effects corresponding to the sub-command. Then, once the sub-command has been transmitted, the processing proceeds to step S305.
[0380] (Step S305) In step S305, the sub-CPU 201 restores the contents saved in the stack area in step S300 to the register. Then, after restoring the contents saved in the stack area to the register, the performance control board timer interrupt process is terminated.
[0381] (Main command reception process) FIG. 25 is a flowchart showing main command reception processing 1 / 2 performed in performance control board 200 (a subroutine of step S303 of performance control board timer interrupt processing).
[0382] (Step S303-1) In step S303-1, the sub-CPU 201 determines whether a power-related information command has been received. Examples of power-related information commands include the power-on command and power-restoration command described above. If a power-related information command has been received, the process proceeds to step S303-2. If a power-related information command has not been received, the process proceeds to step S303-4.
[0383] (Step S303-2) In step S303-2, the sub-CPU 201 performs processing when it receives a power-related information command. For example, if it receives a power-on command, it performs processing related to power-on, and if it receives a power-restoration command, it performs processing related to power restoration. Then, when it finishes this processing, it proceeds to step S303-3.
[0384] (Step S303-3) In step S303-3, the sub-CPU 201 sets a power supply-related sub-command in the sub-command transmission area to transmit the power supply-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0385] (Step S303-4) In step S303-4, the sub-CPU 201 determines whether an error-related information command has been received. Examples of error-related information commands include the magnetic anomaly error command and the radio wave anomaly error command. If an error-related information command has been received, the process proceeds to step S303-5. If an error-related information command has not been received, the process proceeds to step S303-7.
[0386] (Step S303-5) In step S303-5, the sub-CPU 201 performs processing when an error-related information command is received. For example, if a magnetic anomaly error designation command is received, the sub-CPU 201 performs processing to notify a magnetic anomaly error, and if a radio wave anomaly error designation command is received, the sub-CPU 201 performs processing to notify a radio wave anomaly error. After completing this processing, the process proceeds to step S303-6.
[0387] (Step S303-6) In step S303-6, the sub-CPU 201 sets the error-related sub-command in the sub-command transmission area to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0388] (Step S303-7) In step S303-7, the sub-CPU 201 determines whether a start port related information command has been received. Examples of start port related information commands include the first start port winning designation command, the second start port winning designation command, and the special symbol storage designation command. If a start port related information command has been received, the process proceeds to step S303-8. If a start port related information command has not been received, the process proceeds to step S303-11.
[0389] (Step S303-8) In step S303-8, the sub-CPU 201 performs an icon change effect determination process. Specifically, when a first start port winning designation command or a second start port winning designation command is received, the sub-CPU 201 refers to the information on the determination result of the winning time determination process included in the command, and determines the display mode of the variable icon or reserved icon (the color of the variable icon or reserved icon described in the "reserved advance reading effect" described later). Then, after completing this process, the process proceeds to step S303-9.
[0390] (Step S303-9) In step S303-9, the sub-CPU 201 performs a process to determine whether to change the starting gate light emitting device. The light color of the starting gate light emitting device is linked to the color of the reserved icon determined in step S303-8. For example, if it is determined in step S303-8 that the color of the reserved icon is blue when the ball enters the starting gate, the starting gate light emitting device 21a will also emit blue light. After completing this process, the process proceeds to step S303-10.
[0391] (Step S303-10) In step S303-10, the sub-CPU 201 sets the start-up hole-related sub-command in the sub-command transmission area to transmit the start-up hole-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0392] (Step S303-11) In step S303-11, the sub-CPU 201 determines whether a game status related information command has been received. The game status related information command includes a game status designation command (normal), a game status designation command (time-saving A, time-saving B), and a game status designation command (probable change). If a game status related information command has been received, the process proceeds to step S303-12, and if a game status related information command has not been received, the process proceeds to step S303-14.
[0393] (Step S303-12) In step S303-12, the sub-CPU201 performs processing when it receives a game state related information command. For example, when it receives a game state designation command (normal), it performs processing related to the normal game state, when it receives a game state designation command (time-shortened A, time-shortened B), it performs processing related to each time-shortened game state, and when it receives a game state designation command (probability variable), it performs processing related to the probability variable game state. Then, when it finishes this processing, it moves to step S303-13.
[0394] (Step S303-13) In step S303-13, the sub-CPU 201 sets the game status related sub-command in the sub-command transmission area to transmit the game status related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0395] FIG. 26 is a flowchart showing main command reception processing 2 / 2 performed in performance control board 200 (a subroutine of step S303 of performance control board timer interrupt processing).
[0396] (Step S303-14) In step S303-14, the sub-CPU 201 determines whether or not a performance symbol designation command has been received. If a performance symbol designation command has been received, the process proceeds to step S303-15. If a performance symbol designation command has not been received, the process proceeds to step S303-17.
[0397] (Step S303-15) In step S303-15, the sub-CPU 201 performs processing upon reception of a special symbol designation command. For example, when a special symbol designation command specifying special symbol A is received, the sub-CPU 201 determines a combination of decorative symbols "777" so that the combination of "777" is confirmed and displayed as a decorative symbol. Note that when a special symbol designation command specifying special symbol A is received, the sub-CPU 201 may determine a combination of decorative symbols "444" so that the combination of "444" is confirmed and displayed as a decorative symbol. In this case, after a winning game ends, the sub-CPU 201 may transition to time-limited game state A, so that the actual game state is a probability variable game state, even though the game appears to be in time-limited game state A. This configuration may increase the player's interest in the game, since even the time-limited game state A may be advantageous from the perspective of the player, thereby enhancing the player's enjoyment. After completing this processing, the sub-CPU 201 proceeds to step S303-16.
[0398] (Step S303-16) In step S303-16, the sub-CPU 201 sets the effect symbol sub-command in the sub-command transmission area to transmit the effect symbol sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0399] (Step S303-17) In step S303-17, the sub-CPU 201 determines whether or not a special symbol variation pattern designation command has been received. If a special symbol variation pattern designation command has been received, the sub-CPU 201 proceeds to step S303-18. If a special symbol variation pattern designation command has not been received, the sub-CPU 201 proceeds to step S303-23.
[0400] (Step S303-18) In step S303-18, the sub-CPU 201 performs a variable effect pattern determination process. Specifically, a variable effect pattern corresponding to the specified special symbol variable pattern is determined from a variable effect pattern determination table (not shown) stored in the sub-ROM 202. The variable effect pattern determination table associates one or more variable effect patterns with one special symbol variable pattern. For example, for "normal variable" (7S) in "variation pattern 2," one corresponding variable effect pattern (7S) is prepared, and for "super reach 1" (40S) in "variation pattern 4," multiple corresponding variable effect patterns (40S) are prepared. When "variation pattern 4" is received, one of the multiple prepared variable effect patterns is selected. Since the multiple prepared variable effect patterns each have different effects, multiple effects can be executed for one variable pattern. After completing this process, the process proceeds to step S303-19.
[0401] (Step S303-19) In step S303-19, the sub-CPU 201 performs an icon change effect update process. The icon change effect update process is to update the color of the icon determined in step S303-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, the process determines that the icon will change to yellow. In other words, the color of the icon may change every time one variation is played. Then, after the process is completed, the process proceeds to step S303-20.
[0402] (Step S303-20) In step S303-20, the sub-CPU 201 performs a process to update the starting port light-emitting device change effect. This process is performed in conjunction with the color updated in step S303-19. For example, if the color is updated to yellow in step S303-19, the starting port light-emitting device 21a also changes from blue to yellow. After completing this process, the process proceeds to step S303-21.
[0403] (Step S303-21) In step S303-21, the sub-CPU 201 performs a process for determining a big win notice effect. Specifically, the sub-CPU 201 determines a big win notice effect to be executed in the symbol variation game from a big win notice effect determination table (see FIGS. 27 to 33) stored in the sub-ROM 202. Details of the notice effect will be described with reference to FIGS. 27 to 33. Then, after completing this process, the process proceeds to step S303-22.
[0404] (Step S303-22) In step S303-22, the sub-CPU 201 sets a variation pattern-related sub-command in the sub-command transmission area to transmit the variation pattern sub-command (for example, the information determined in steps S303-18 to S303-21) to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0405] (Step S303-23) In step S303-23, the sub-CPU 201 determines whether or not a special symbol determination command has been received. If the special symbol determination command has been received, the sub-CPU 201 proceeds to step S303-24. If the special symbol determination command has not been received, the sub-CPU 201 proceeds to step S303-26.
[0406] (Step S303-24) In step S303-24, the sub-CPU 201 performs a process when receiving a special symbol confirmation command. Specifically, the sub-CPU 201 performs a process for confirming and displaying the left decorative symbol image 26a, the center decorative symbol image 26b, the right decorative symbol image 26c, and the fourth symbol image 26d. After completing this process, the process proceeds to step S303-25.
[0407] (Step S303-25) In step S303-25, the sub-CPU 201 sets the special symbol determination sub-command in the sub-command transmission area to transmit the special symbol determination sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0408] (Step S303-26) In step S303-26, the sub-CPU 201 determines whether or not a game number counter command has been received. If a game number counter command has been received, the sub-CPU 201 proceeds to step S303-27. If a game number counter command has not been received, the sub-CPU 201 proceeds to step S303-29.
[0409] (Step S303-27) In step S303-27, the sub-CPU 201 performs processing upon receiving a game number counter command. Specifically, by referring to the counter value of the game number counter command, if the counter value is "798", the sub-CPU 201 performs processing to display a game number counter image, and if the game number counter image is already displayed, the sub-CPU 201 performs processing to update (subtract) the game number counter image. After completing this processing, the sub-CPU 201 proceeds to step S303-28.
[0410] (Step S303-28) In step S303-28, the sub-CPU 201 sets a game number counter related sub-command in the sub-command transmission area to transmit the game number counter related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0411] (Step S303-29) In step S303-29, the sub-CPU 201 performs processing corresponding to other received commands. For example, if a setting value change command, a setting value confirmation command, or a setting value confirmation end command is received, the sub-CPU 201 performs processing corresponding to these received commands. Then, after completing this processing, the process proceeds to step S304 of the performance control board timer interrupt processing.
[0412] Next, examples of various effects that can be executed by the pachinko gaming machine 1 in this embodiment will be described below.
[0413] (Predictive performance) The pre-reading effect is an effect that is executed based on the result of the determination made in advance of the special symbol hit determination process (for example, the winning determination process in FIG. 17) performed prior to the special symbol hit determination process in the special symbol change start process when a gaming ball enters the first start opening 21 or the second start opening 22. If the pre-reading effect is not installed, for example, when a gaming ball enters the first start opening 21, determination information (random number value) is acquired and stored, and then the special symbol hit determination process is performed in the special symbol change start process. Therefore, even if the determination information (random number value) is stored in the "fourth memory area," it is not determined whether or not there is a hit until the determination information (random number value) is transferred to the "variable memory area." Therefore, even if the "hit" determination information (random number value) has been acquired, it is not possible to execute an effect that heightens the expectation of a hit before the determination information (random number value) is transferred to the "variable memory area." However, if a predictive display is installed, for example, a "pre-judgment process (judgment process at the time of winning)" can be performed to determine whether the result is a "win" or a "lose," and then continuous displays can be executed across multiple variations (including the variations moved to the variable memory area) until the judgment information (random number value) is transferred to the "variable memory area," thereby increasing the anticipation of a "win" from a stage before the judgment information (random number value) is transferred to the "variable memory area."
[0414] A specific example of the above-mentioned look-ahead effect is the "reserved ball look-ahead effect" (see step S303-8 in FIG. 25). The "reserved ball look-ahead effect" is an effect that mainly uses the variable icon displayed in the variable icon display area 26o, the reserved icon displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j, and the reserved icon displayed in the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n. For example, when determination information (random number value) is stored up to the above-mentioned "third memory area," if a game ball enters the first start port 21, the determination information (random number value) is stored in the "fourth memory area," and then a pre-determination process is performed. Then, based on the determination result of the pre-determination process, if it is determined that a reserved ball look-ahead effect should be performed, a pre-determined reserved icon different from the default normal color (white) reserved icon (normal icon) is displayed in the first start port fourth reserved ball image display area 26j. The pre-reading hold icon can be displayed in multiple types and multiple stages, such as "blue," "yellow," "green," "red," and "rainbow." If the result of the preliminary determination process is a "win," any of "blue," "yellow," "green," "red," or "rainbow" can be displayed. If the result of the preliminary determination process is a "miss," any of "blue," "yellow," "green," or "red" can be displayed. The "rainbow" can be selected only in the case of a "win," and "red" is made easier to select in the case of a "win," while "blue" is made easier to select in the case of a "miss," thereby increasing the expectation of a "red" win. The order of expectation of a win is rainbow > red > green > yellow > blue > normal. Hereinafter, this type of effect may be referred to as a "hold change effect."
[0415] For example, if "blue" ("blue" at the time of initial winning) is determined as the "hold advance reading effect," the "blue" hold icon will be displayed visibly (normal display), but it may also be displayed in the manner shown in Figure 34 (execution of hold change button effect) at a predetermined probability. In Fig. 34(a), it is assumed that a game ball has entered the first starting hole 21 in a situation where judgment information (random number values) has been stored up to the "third memory area." In this case, judgment information (random number values) corresponding to the ball entering is stored in the "fourth memory area," and as shown in Fig. 34(b), the first starting hole reserved number image 26e is updated to "4," and a new reserved icon is displayed.
[0416] Here, a button image with a "P" (P for PUSH) written on the hold icon is displayed as a new hold icon. At this time, the effect button LED lights up green, indicating that the effect button 14 is in its valid operation time. This prompts the player to operate the effect button 14. Note that the button image will be simply referred to as the button image below, but the button image is an image that is displayed during the valid operation time, and is hidden when the effect button 14 is operated within the valid operation time, or when the valid operation time has elapsed without the effect button 14 being operated. In other words, it is an image that can be displayed during the valid operation time.
[0417] The button image with the hold icon marked with "P" (P for PUSH) is displayed in approximately the same size as the hold icon image, and is smaller in display size than the button images displayed for the dialogue preview (see Figure 35), cut-in preview (see Figure 39), and judge (see Figure 40). In other words, it is displayed less conspicuously than the button images displayed for the dialogue preview, etc., and the button image is displayed with a more passive notification than the dialogue preview, etc.
[0418] When the player operates the effect button 14, the button image changes to a blue reserve icon as shown in FIG. 34(c). On the other hand, if the effect button 14 is not operated within the operation valid time (see FIG. 52) or if "failure" (so-called "fake") is selected in the hold change button effect, the button image changes to a hold icon (normal icon) in the normal color (white), as shown in FIG. 34(d). The hold change button effect "failure" (so-called "fake") is selected with a predetermined probability when the normal icon is determined in the icon change effect determination process at the time of starting winning, and can be executed when this is selected. As a result, even if the hold change button effect is executed and the effect button 14 is operated, the normal icon is displayed.
[0419] With this reserve change button effect, when the button image changes to a blue reserve icon or the like, it is possible to give the player the feeling that the change was made by the player's operation, which gives the player a sense of satisfaction. Also, if a player does not want to know in advance the expectation level of the symbol change game corresponding to the button image (expectation level for a winning game), the button image will not change to a blue reserve icon or the like unless the effect button 14 is operated, so flexible effects can be implemented to meet the needs of the player.
[0420] In order to ensure the valid operation time, the hold change button effect can be executed in the case of a start winning when the data has been stored up to the "second storage area," that is, when new judgment information (random number value) is stored in the "third storage area," and in the case of a start winning when the data has been stored up to the "third storage area," that is, when new judgment information (random number value) is stored in the "fourth storage area," but is not executed in any other situation. This prevents inconveniences such as the player being unable to operate the hold change button effect because the valid operation time is not sufficiently secured even though it has been executed.
[0421] For example, if it has been determined that the icon will change to a blue reserved icon and the effect button 14 is not operated within the operation valid time (see FIG. 52), the icon will not change to a blue reserved icon until a symbol change game corresponding to the determination information (random number value) stored in the "fourth storage area" is executed, but it may also be prevented from changing to a blue reserved icon even during execution of the corresponding symbol change game. This allows the player to enjoy the game until the determination result is announced in the corresponding symbol change game.
[0422] In addition, either the "normal display" or the "display by executing the hold change button effect" in the "hold advance reading effect" may be selected with a predetermined probability, or only one may be selected depending on the difference in effect mode. For example, in effect mode A, only the "normal display" may be performed, and in effect mode B, the "display by executing the hold change button effect" may be performed. When either is selected with a predetermined probability, if the special pattern hit determination process determines that there is a hit, it may be easier to select the "display by executing the hold change button effect," and if it determines that there is a miss, it may be easier to select the "normal display."
[0423] Another example of the above-mentioned predictive effects is a "win flash effect." The "win flash effect" is an effect in which, when a game ball enters a starting hole, the speaker lamp provided on the lower speaker 10 lights up and continues to light up until the symbol change game related to the ball entering starts, or until the symbol change game related to the ball entering is executed, or until the symbol change game related to the ball entering ends, thereby increasing the expectation of a winning game. For example, when determination information (random number values) is stored up to the above-mentioned "third memory area," if a game ball enters the first starting hole 21, the determination information (random number values) is stored in the "fourth memory area," and then a pre-determination process is performed. Then, if it is determined based on the result of the pre-determination process that a win flash effect should be performed, a scenario (a scenario with a predetermined light color) for lighting up the speaker lamp is selected, and the speaker lamp is illuminated based on the selected scenario. The speaker lamp's color may be, for example, red > green > blue, in descending order of the likelihood of winning, and just like the reserved game prediction effect described above, it is possible to change the color to indicate the likelihood of winning for each symbol-changing game. It is also possible to output a winning sound corresponding to each color.
[0424] Another example of the above-mentioned look-ahead effect is a "zone effect." The "zone effect" is an effect that mainly uses the image display device 26. For example, when the determination information (random number value) is stored up to the "third memory area" and a gaming ball enters the first starting hole 21, the determination information (random number value) is stored in the "fourth memory area," and then a pre-determination process is performed. If it is determined based on the determination result of the pre-determination process that a zone effect should be performed, for example, in the next symbol change game, the image display device 26 displays an effect encouraging the player to enter, such as "Enter the XX zone when special symbols line up!", and then, when the special symbols line up, the player enters the "XX zone." The "XX zone" effect is executed until the determination information (random number value) stored in the "fourth memory area" is transferred to the "change memory area." During the execution of this "XX zone" effect, the image display device 26 displays a caption such as "In the XX zone." Furthermore, the "zone effect" is likely to be executed when the preliminary determination process determines that there is a "win" and is unlikely to be executed when the preliminary determination process determines that there is a "loss," so that if it is executed, there can be great hope that a winning game will be awarded.
[0425] A specific example of another effect of the above-mentioned look-ahead effect is a "continuous chance eye announcement." The "continuous chance eye announcement" is an effect that mainly uses the left decorative pattern image 26a, the center decorative pattern image 26b, and the right decorative pattern image 26c displayed on the image display device 26. For example, when the determination information (random number value) is stored up to the above-mentioned "third memory area," if a gaming ball enters the first starting hole 21, the determination information (random number value) is stored in the "fourth memory area," and then a pre-determination process is performed. Then, if it is determined based on the determination result of the pre-determination process that a consecutive chance eye effect will be performed, for example, a combination of decorative pattern images of the same color is stopped in the determination display of the pattern change game corresponding to the determination information (random number value) stored in the "first memory area," the determination display of the pattern change game corresponding to the determination information (random number value) stored in the "second memory area," and the determination display of the pattern change game corresponding to the determination information (random number value) stored in the "third memory area." For example, the decorative pattern image is composed of "333" and "777" in red, "111" and "555" in green, and "222", "444", "666", and "888" in blue, and by displaying combinations of only red, such as "337" and "773", combinations of only green, such as "115" and "551", and combinations of only blue, such as "246" and "628", over multiple variations, it creates an expectation that a win will be awarded in the subsequent pattern variation game. In the case of a win, it is easy to select a combination of only red, and in the case of a loss, it is easy to select a combination of only blue, increasing the expectation of a win when a combination of only red is displayed.
[0426] (Pseudo consecutive announcement) The pseudo consecutive announcement is an effect that mainly uses the left decorative pattern image 26a, the center decorative pattern image 26b, the right decorative pattern image 26c displayed on the image display device 26, and the symbols dedicated to the pseudo consecutive announcement, and in a "game of one change", by repeatedly displaying the decorative patterns temporarily stopped, it is an effect that makes it look as if multiple changes are occurring. For example, as shown in Figure 8, a pseudo consecutive announcement can be performed two or three times, and the more times it occurs, the higher the expectation of a win. As a specific performance content, for example, "5" is temporarily displayed as the left decorative pattern image 26a, "6" is temporarily displayed as the right decorative pattern image 26c, and a "pseudo consecutive exclusive pattern" is temporarily displayed as the middle decorative pattern image 26b, and again all decorative pattern images are displayed in a variable manner (at this point, two pseudo consecutive patterns are displayed), and again "5" is temporarily displayed as the left decorative pattern image 26a, "6" is temporarily displayed as the right decorative pattern image 26c, and a "pseudo consecutive exclusive pattern" is temporarily displayed as the middle decorative pattern image 26b. For example, if "5" is temporarily displayed as the left decorative pattern image 26a and "5" is temporarily displayed as the right decorative pattern image 26c in the second temporary stop display, this will be two pseudo consecutive wins, and if "5" is temporarily displayed as the left decorative pattern image 26a and "6" is temporarily displayed as the right decorative pattern image 26c in the second temporary stop display, this will be three pseudo consecutive wins. Also, once a reach has been reached, a so-called "post-reach pseudo consecutive win" will be temporarily displayed as the middle decorative pattern image 26b, and for example, at the start of the change after the first temporary stop display, a notice (pattern stop notice) that a "pseudo consecutive exclusive symbol" will be temporarily displayed on the middle decorative pattern image 26b will be displayed, and at that point three or more pseudo consecutive wins will be confirmed.
[0427] Next, the big win notice effect will be described. The big win notice effect (effect suggesting the possibility of a winning game being executed) is an effect determined in step S303-21 of FIG.
[0428] FIG. 27 is a notice determination table 1, which is a table for determining a notice (pre-reach notice) that is executed from the start of the change to before a reach is formed in a symbol change game. The table is stored in the sub-ROM 202, and defines the results of the special symbol hit determination process, the variable presentation pattern, distribution, and preview (contents). The sub-CPU 201 refers to the results of the special symbol hit determination process and the determined variable presentation pattern, and determines the preview (contents) using the extracted random number value for preview determination.
[0429] If the result of the judgment is a miss, if the change presentation pattern is a shortened change, no notice will always be determined, if the change presentation pattern is a normal change, there is an 80% chance that no notice will be determined and a 20% chance that a dialogue notice will be determined, and if the change presentation pattern is a normal reach, there is a 70% chance that no notice will be determined and a 30% chance that a dialogue notice will be determined. Also, if the change presentation pattern is Super Reach 1, there is a 20% chance that there will be no preview, a 70% chance that there will be a dialogue preview, and a 10% chance that there will be a button vibration preview; if the change presentation pattern is Super Reach 2, there is an 80% chance that there will be a dialogue preview, and a 20% chance that there will be a button vibration preview.
[0430] If the result of the judgment is a hit, if the change presentation pattern is normal reach, there is a 30% chance that there will be no notice, and a 70% chance that there will be a line notice, and if the change presentation pattern is super reach 1, there is a 20% chance that there will be no notice, a 60% chance that there will be a line notice, and a 20% chance that there will be a button vibration notice. Also, if the change presentation pattern is Super Reach 2, there is a 70% chance that a dialogue preview will be determined, and a 30% chance that a button vibration preview will be determined.If the change presentation pattern is Full Rotation Reach, there is a 60% chance that a dialogue preview will be determined, and a 40% chance that a button vibration preview will be determined.
[0431] The advance notice determination table 1 has the following characteristics: The line announcement can be executed even when no reach is made, thereby eliminating boredom and preventing a decline in interest in the game. Even when a Super Reach (miss, hit) is executed, no notice may be selected. This prevents disappointment when the pre-reach notice is not executed. When a super reach (miss, win) is executed, the pre-reach notice is more likely to be executed than when a shortened variation or a normal variation is executed. This allows the player to pay attention to the subsequent development when the pre-reach notice is executed, thereby increasing the interest in the game. The button vibration notice can be executed in the super reach or higher (super reach 1, 2, full spin). This allows the player to know in advance that the super reach or higher (super reach 1, 2, full spin) will be executed by the occurrence of the button vibration notice, which increases the enjoyment of the game.
[0432] For example, in Super Reach 1, if you miss, the dialogue announcement is more likely to be executed and the button vibration announcement is less likely to be executed than if you win. For example, in Super Reach 2, if you miss, the dialogue announcement is more likely to be executed and the button vibration announcement is less likely to be executed than if you win. This increases the player's expectations for a winning game when the button vibration notice is executed, and allows the player to play the game while hoping that the button vibration notice will be executed.
[0433] 28 is a dialogue preview determination table for determining the details of the dialogue preview. The basic determination method is the same as that shown in FIG.
[0434] If the result of the judgment is a miss, if the change presentation pattern is a normal change, the line (white) will always be determined, if the change presentation pattern is a normal reach, the line (white) will be determined 90% of the time, and the line (red) will be determined 10% of the time, if the change presentation pattern is a super reach 1, the line (white) will be determined 20% of the time, and the line (red) will be determined 50% of the time, and two levels of line (red) will be determined 30% of the time. If the variable performance pattern is Super Reach 2, there is a 20% chance that a line (white) will be determined, a 40% chance that a line (red) will be determined, and a 40% chance that two levels of line (red) will be determined.
[0435] If the result of the judgment is a hit, if the variable presentation pattern is normal reach, there is a 50% chance that the line (white) will be determined, and a 50% chance that the line (red) will be determined.If the variable presentation pattern is super reach 1, there is a 10% chance that the line (white) will be determined, a 40% chance that the line (red) will be determined, and a 50% chance that two levels of line (red) will be determined. If the variable presentation pattern is Super Reach 2, the dialogue (white) is determined at 10%, the dialogue (red) at 30%, and two stages of dialogue (red) at 60%.If the variable presentation pattern is Full Rotation Reach, the dialogue (red) at 40% and two stages of dialogue (rainbow) are determined at 60%.
[0436] The dialogue preview determination table has the following characteristics: For example, in a normal reach, in the case of a miss, the lines (white) are more likely to be executed and the lines (red) are less likely to be executed than in the case of a hit. For example, in Super Reach 1, in the case of a miss, the lines (white) and (red) are more likely to be executed, and the two stages of lines (red) are less likely to be executed, compared to the case of a hit. For example, in Super Reach 2, in the case of a miss, the lines (white) and lines (red) are more likely to be executed, and the two stages of lines (red) are less likely to be executed, compared to the case of a hit. This allows the player to play the game while hoping for the execution of the line (red) and even the line (red) two stages.
[0437] The White Dialogue can be performed even at Super Reach or higher (excluding Full Spin Reach). This prevents you from being disappointed when the White Dialogue appears. The red lines can be executed when the player is in a reach or higher state (normal reach, super reach 1, 2). This allows the player to know in advance that a reach or higher state (normal reach, super reach 1, 2) will be executed when the red lines are displayed, which increases the player's interest in the game. The two-stage red dialogue can be executed in Super Reach or higher (Super Reach 1, 2, full spin). This allows players to know in advance that the two-stage red dialogue will result in the execution of Super Reach or higher (Super Reach 1, 2, full spin), which increases the enjoyment of the game. The Rainbow Dialogue can only be performed during a full rotation reach. This allows the Rainbow Dialogue to be linked to the full rotation reach, allowing players to know in advance that a full rotation reach will be performed.
[0438] 29 is a button vibration notification determination table for determining the details of the button vibration notification. The basic determination method is the same as that shown in FIG.
[0439] If the result of the judgment is a miss, if the variable presentation pattern is Super Reach 1, there is a 90% chance that 1 x 2-second vibration will be determined, and a 10% chance that 3 x 2-second vibration will be determined.If the variable presentation pattern is Super Reach 2, there is an 80% chance that 1 x 2-second vibration will be determined, and a 20% chance that 3 x 2-second vibration will be determined.
[0440] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, there is a 70% chance that one 2-second vibration will be determined, and a 30% chance that three 2-second vibrations will be determined; if the variable presentation pattern is Super Reach 2, there is a 60% chance that one 2-second vibration will be determined, and a 40% chance that three 2-second vibrations will be determined; if the variable presentation pattern is Full Rotation Reach, there is a 30% chance that one 2-second vibration will be determined, and a 70% chance that three 2-second vibrations will be determined.
[0441] The button vibration notification determination table has the following characteristics: For example, in Super Reach 1, in the case of a miss, 1 vibration per 2 seconds is more likely to be determined, and 3 vibrations per 2 seconds is less likely to be determined, compared to the case of a hit. For example, in Super Reach 2, in the case of a miss, 1 vibration per 2 seconds is more likely to be determined, and 3 vibrations per 2 seconds is less likely to be determined, compared to a hit. This allows the player to play the game while hoping that 2-second vibrations x 3 times will be executed.
[0442] In a full rotation reach, the probability of determining 3 x 2-second vibrations is higher than the probability of determining 1 x 2-second vibrations. As a result, when 3 x 2-second vibrations are executed, the player's expectations can be increased at once, and the interest in the game can be improved.
[0443] In addition, since the line preview is a preview executed by the image display device 26 and the button vibration preview is a preview executed by the effect button 14, both may be executed in a combined manner at the same time. This can instantly increase the player's expectations and improve the enjoyment of the game.
[0444] Here, the modes of dialogue preview and button vibration preview will be described with reference to Figures 35 and 36. FIG. 35 shows an example of a dialogue preview. (a1) is a scene in which an image imitating the effect button 14 (a button image labeled PUSH) is displayed in the center of the image display device 26 while the decorative pattern images 26a to 26c and the fourth pattern image 26d are being displayed in a variable manner. The image imitating the effect button 14 is displayed entirely in green, and the effect button LED also emits a corresponding green light, indicating that the effect button 14 is in an effective operation time. This prompts the player to operate the effect button 14. The button image is displayed in the same display size (dimension) for the dialogue preview, cut-in preview, and judgment.
[0445] When the player operates the effect button 14, a character and a line are displayed as shown in (a2). (a2) shows the state of the line (white), and while the decorative pattern images 26a to 26c and the fourth pattern image 26d are being displayed in a variable manner, the character utters a line image SE1 saying, "Maybe we're in the win!?" The line (white) is represented by a white background in the speech bubble of the line image SE1, and the text is, for example, black. In addition, a line sound effect 1 is output along with the display of the line image SE1, which also audibly indicates that the line (white) has been displayed.
[0446] Then, when the dialogue image SE1 is displayed for a predetermined time (for example, 2.5 seconds), the dialogue image SE1 becomes non-displayed as shown in (a3), and thereafter, a reach as shown in (a4) may be formed.
[0447] (b1) is a scene in which a button image (image labeled PUSH) imitating the effect button 14 is displayed in the center of the image display device 26 while the decorative pattern images 26a to 26c and the fourth pattern image 26d are being displayed in a variable manner. The button image is displayed entirely in green, and the effect button LED also emits a corresponding green light, indicating that the effect button 14 is in an effective operation time. This prompts the player to operate the effect button 14. In addition, a button display sound (single tone) indicating that the button image has been displayed is output from the speaker 10 in conjunction with the display of the button image.
[0448] When the player operates the effect button 14, a character and a line are displayed as shown in (b2). (b2) shows the state of the line (red), and while each of the decorative pattern images 26a to 26c and the fourth pattern image 26d are being displayed in a variable manner, a line image SE2 saying "Chance!" is spoken by the character. The line (red) is indicated by a red background color in the speech bubble of the line image SE2, and the text portion is, for example, black. In addition, a line sound effect 2 is output along with the display of the line image SE2, which also audibly indicates that the line (red) has been displayed.
[0449] In the case of dialogue (red), the dialogue image SE2 disappears after a predetermined time (e.g., 2.5 seconds) has elapsed. However, when the dialogue (red) 2 stage is performed, the state shown in (b3) is reached, and the dialogue image SE2 that started to be displayed in (b2) remains displayed even after a predetermined time (e.g., 2.5 seconds) has elapsed, and then another character utters a dialogue image SE3 saying, "It's hot!" In the dialogue image SE3, the background color in the speech bubble is also red, and the text portion is, for example, black. Furthermore, dialogue sound effect 2 is output along with the display of the dialogue image SE3, further audibly indicating that the dialogue (red) has been displayed.
[0450] Then, when a predetermined time (for example, 3 seconds) has elapsed since the start of display of the dialogue image SE3, the dialogue images SE2 and SE3 are hidden, and then a reach like that shown in (b4) is formed. That is, if it is dialogue (red), the execution period is 2.5 seconds, and if it is dialogue (red) 2 stages, the execution period is 5.5 seconds.
[0451] In this way, the dialogue (white) and the dialogue (red) are displayed in a visually clearly different manner, and the dialogue (red) and the two-stage dialogue (red) are displayed in a visually clearly different manner, so it is possible to prevent the user from having difficulty understanding which dialogue preview has been executed.
[0452] Furthermore, since the dialogue sound effect 1 is output together with the display of the dialogue (white), and the dialogue sound effect 2 is output together with the display of the dialogue (red), it is possible to prevent the situation where it is difficult to understand which dialogue preview has been executed even through hearing. Furthermore, since dialogue sound effect 1 corresponds to dialogue (white) and dialogue sound effect 2 corresponds to dialogue (red), it can be said that the dialogue sound effect output along with the dialogue preview also suggests the degree of expectation for a winning game.
[0453] Furthermore, since the display color of the button image corresponds to the light color of the effect button LED, it is easy to understand that the effect button 14 is currently in an effective operation period.
[0454] In the case of serifs (white), the background color is white and the text is black, but the background color can also be black and the text can be white. In other words, using a normal color means using "white" for either the background color or the characters. Also, for serifs (red), the background color is red and the text is black, but the background color can also be black and the text can be red. In other words, using a specific color means using "red" for either the background color or the characters. Additionally, the text of the dialogue can be abstract (e.g., "Maybe it's a reach!?") or concrete (e.g., "It's a reach!").
[0455] FIG. 36 shows the button vibration warning mode. (a1) is a scene in which the decorative pattern images 26a to 26c and the fourth pattern image 26d start to change, and the effect button 14 does not vibrate. At this time, the effect button LED emits light in white. (a2) is a scene after a predetermined time (for example, 1 second) has elapsed since (a1), and in this scene, the effect button 14 vibrates once for 2 seconds. At this time, the effect button LED also emits white light. (b1) is the same scene as (a1), and (b2) is a scene a predetermined time (for example, 1 second) has passed since (b1), in which the effect button 14 vibrates once for 2 seconds, then after a 0.5 second interval, the effect button 14 vibrates once for 2 seconds, then after a 0.5 second interval, the effect button 14 vibrates once for 2 seconds. The illumination mode of the effect button LED is the same as (a1) and (a2). That is, (a1) and (a2) are modes of 2-second vibration x 1 time, and (b1) and (b2) are modes of 2-second vibration x 3 times. In this way, the vibrations are clearly different, which prevents the user from having difficulty understanding which button vibration notification has been executed.
[0456] The button vibration notification differs in the number of vibrations, such as one 2-second vibration and three 2-second vibrations, but it may also differ in the vibration duration. For example, there may be a 2-second vibration and a 5-second vibration, and the 5-second vibration may be less likely to be selected when losing than the 2-second vibration, but more likely to be selected when winning.
[0457] 30 is a notice determination table 2, which is a table for determining a notice (a notice during reach) to be executed when a reach is formed in a symbol variation game. The time when a reach is formed is intended to be the time when a predetermined time (for example, 5 seconds) has elapsed since the left decorative pattern image 26a and the right decorative pattern image 26c are temporarily stopped (for example, 4↓4). The table is stored in the sub-ROM 202, and defines the results of the special symbol hit determination process, the variable presentation pattern, distribution, and preview (contents). The sub-CPU 201 refers to the results of the special symbol hit determination process and the determined variable presentation pattern, and determines the preview (contents) using the extracted random number value for preview determination.
[0458] When the judgment result is a miss, if the variable presentation pattern is a shortened variation, no advance notice is always determined, if the variable presentation pattern is a normal variation, no advance notice is always determined, and if the variable presentation pattern is a normal reach, no advance notice is always determined. Also, if the change presentation pattern is Super Reach 1, there is a 30% chance that no notice will be given, a 60% chance that a logo notice will be given, and a 10% chance that a group of cars will be given.If the change presentation pattern is Super Reach 2, there is a 35% chance that no notice will be given, a 60% chance that a logo notice will be given, and a 5% chance that a group of cars will be given.
[0459] If the result of the judgment is a hit, if the variable presentation pattern is normal reach, no notice will always be determined, and if the variable presentation pattern is super reach 1, there is a 10% chance that no notice will be determined, a 40% chance that a logo notice will be determined, and a swarm of cars notice will be determined. Also, if the variable presentation pattern is Super Reach 2, there is a 10% chance that no preview will be displayed, a 55% chance that a logo preview will be displayed, and a 35% chance that a group of cars will be displayed.If the variable presentation pattern is Full Rotation Reach, there is a 40% chance that a logo preview will be displayed and a 60% chance that a group of cars will be displayed.
[0460] The notice determination table 2 has the following characteristics: Both the logo announcement and the car horde announcement can be performed in super reach and above (super reach 1, 2, full rotation), but are not performed in normal reach. This allows players to play while hoping that the logo announcement or car horde announcement will be performed when a reach is formed. For example, in Super Reach 1, in the case of a miss, no notice or logo notice is more likely to be executed, and the car group notice is less likely to be executed, compared to the case of a hit. For example, in Super Reach 2, if you miss, no notice or logo notice is more likely to be executed, and car group notice is less likely to be executed, compared to if you win. This makes it possible to increase the player's expectations for a winning game when the car horde prediction is executed, and allows the player to play the game while hoping that the car horde prediction will be executed.
[0461] Figure 31(a) is a logo preview determination table for determining the details of the logo preview, and Figure 31(b) is a car group preview determination table for determining the details of the car group preview. The basic determination method is the same as Figure 27.
[0462] According to the logo announcement determination table, if the result of the judgment is a miss, if the variable presentation pattern is Super Reach 1, there is a 90% chance that it will be a chance and a 10% chance that it will be a super hot one, and if the variable presentation pattern is Super Reach 2, there is an 85% chance that it will be a chance and a 15% chance that it will be a super hot one.
[0463] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, there is a 70% chance that it will be a chance and a 30% chance that it will be a super hot one; if the variable presentation pattern is Super Reach 2, there is a 60% chance that it will be a chance and a 40% chance that it will be a super hot one; and if the variable presentation pattern is Full Rotation Reach, there is a 50% chance that it will be a chance and a 50% chance that it will be a super hot one.
[0464] The logo announcement table has the following features: For example, in Super Reach 1, if you miss, chance is more likely to be executed and super heat is less likely to be executed than if you win. For example, in Super Reach 2, if you miss, chance is more likely to be executed and super heat is less likely to be executed than if you hit. This allows the player to play the game while hoping for the super heat to be executed.
[0465] When comparing Super Reach 1 and Super Reach 2, chances are more likely to be executed in Super Reach 1, while super heat is more likely to be executed in Super Reach 2. This makes it easier to predict which Super Reach will be executed later based on which logo announcement is executed.
[0466] According to the car group prediction determination table, if the result of the judgment is a miss, if the variable presentation pattern is Super Reach 1, the first car group will be determined with an 80% chance, and the second car group with a 20% chance; if the variable presentation pattern is Super Reach 2, the first car group will be determined with a 70% chance, and the second car group with a 30% chance.
[0467] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, the first group of cars will be determined with a 60% chance, and the second group of cars with a 40% chance; if the variable presentation pattern is Super Reach 2, the first group of cars will be determined with a 50% chance, and the second group of cars with a 50% chance; if the variable presentation pattern is Full Rotation Reach, the first group of cars will be determined with a 40% chance, and the second group of cars with a 60% chance.
[0468] The vehicle group advance notice determination table has the following features: For example, in Super Reach 1, in the case of a miss, the first group of cars is more likely to be executed and the second group of cars is less likely to be executed than in the case of a win. For example, in Super Reach 2, in the case of a miss, the first group of cars is more likely to be executed and the second group of cars is less likely to be executed than in the case of a win. This allows the player to play the game while hoping that the second car group will be executed.
[0469] When comparing Super Reach 1 and Super Reach 2, the first car group is more likely to perform Super Reach 1, while the second car group is more likely to perform Super Reach 2. This makes it easier to predict which Super Reach will be performed later based on which car group announcement is made.
[0470] In the full rotation reach, the second group of cars is more likely to be executed than the first group of cars. This means that when the second group of cars is executed, the player's expectations for a winning game can be increased dramatically.
[0471] Here, the aspects of the logo preview and car group preview will be explained using Figures 37 and 38. FIG. 37 shows an example of a logo preview. (a1) is a scene in which the decorative pattern images 26a-26c and the fourth pattern image 26d are variably displayed, and (a2) is a scene in which the left decorative pattern image 26a and the right decorative pattern image 26c are temporarily displayed with four symbols, forming a reach. A logo notice is displayed above each decorative pattern image 26a-26c as soon as a reach is formed. For example, in (a2), a logo image log1 with the word "chance" written on it is displayed. This logo image log1 is displayed for a predetermined time (for example, 2 seconds) and then becomes invisible, after which a Super Reach 1 or the like can be executed.
[0472] (b1) is the same as (a1), and (b2) displays the logo image log2 with the words "super hot." This logo image log2 is displayed for a predetermined time (for example, 2 seconds), then disappears, and then Super Reach 1 and the like can be executed.
[0473] In this way, chance and super hot are displayed in a visually clearly different manner, which prevents the user from having difficulty understanding which logo announcement has been executed.
[0474] In addition, since the expectation of a winning game is higher for a super hot game than for a chance game, for example, chance may be displayed in green and super hot in red. In this way, the high expectation can be indicated not only by the text content but also by the color.
[0475] Additionally, in conjunction with the display of chance, the sound "chance" may be output from the speaker 10, and in conjunction with the display of super hot, the sound "super hot" may be output from the speaker 10. This makes it possible to suggest the likelihood of winning not only visually but also aurally, thereby increasing the enjoyment of the game.
[0476] FIG. 38 shows the mode of vehicle group advance notice. (a1) and (b1) are scenes in which the decorative pattern images 26a to 26c and the fourth pattern image 26d are variably displayed, and (a2) and (b2) are scenes in which four patterns are temporarily displayed in the left decorative pattern image 26a and the right decorative pattern image 26c, and a reach is formed. The car group preview is different from the logo preview, and is executed in a manner in which an image resembling a plurality of cars moves from the right end to the left end of the image display device 26 after a predetermined time (for example, 1.5 seconds) has elapsed since the reach was formed.
[0477] (a3) shows the display mode of the first vehicle group, where multiple car group images car1 that make up the first vehicle group are displayed. Also, (b3) shows the display mode of the second vehicle group, where multiple car group images car2 that make up the second vehicle group are displayed. In either case, it takes about 2 seconds from the start to the end of the display of the car group images, and once the display of the car group images has ended, Super Reach 1 and the like can then be executed.
[0478] In this way, the first vehicle group and the second vehicle group are displayed in a visually clearly different manner, which prevents the user from having difficulty understanding which vehicle group warning has been executed.
[0479] In addition, the logo preview and the car group preview may both be determined in one variable performance, or only one of them may be determined.
[0480] FIG. 32(a) is a notice determination table 3, which is a table for determining a notice to be executed during a super reach (a notice during a super reach) in a symbol variation game. The table is stored in the sub-ROM 202, and defines the results of the special symbol hit determination process, the variable presentation pattern, distribution, and preview (contents). The sub-CPU 201 refers to the results of the special symbol hit determination process and the determined variable presentation pattern, and determines the preview (contents) using the extracted random number value for preview determination.
[0481] If the result of the judgment is a miss, if the variable presentation pattern is Super Reach 1, there is an 80% chance that conversation (white) will be determined, and a 20% chance that conversation (red) will be determined.If the variable presentation pattern is Super Reach 2, there is a 90% chance that conversation (white) will be determined, and a 10% chance that conversation (red) will be determined.
[0482] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, there is a 60% chance that conversation (white) will be determined, and a 40% chance that conversation (red) will be determined.If the variable presentation pattern is Super Reach 2, there is a 50% chance that conversation (white) will be determined, and a 50% chance that conversation (red) will be determined.
[0483] The notice determination table 3 has the following characteristics: For example, in Super Reach 1, if you miss, the conversation (white) is more likely to be executed and the conversation (red) is less likely to be executed than if you win. For example, in Super Reach 2, if you miss, the conversation (white) is more likely to be executed and the conversation (red) is less likely to be executed than if you win. This makes it possible to increase the player's expectation of a winning game when the conversation (red) is carried out, and to make the player play the game while hoping that the conversation (red) will be carried out.
[0484] 32(b) is a notice determination table 4, which is a table for determining the notice to be executed during a super reach (a notice during a super reach) in a symbol variation game. The basic determination method is the same as that of FIG. 32(a).
[0485] If the result of the judgment is a miss, if the variable presentation pattern is Super Reach 1, there is a 90% chance that a cut-in (green) will occur, and a 10% chance that a cut-in (red) will occur.If the variable presentation pattern is Super Reach 2, there is a 90% chance that a cut-in (green) will occur, and a 10% chance that a cut-in (red) will occur.
[0486] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, there is a 70% chance that a cut-in (green) will occur, and a 30% chance that a cut-in (red) will occur.If the variable presentation pattern is Super Reach 2, there is a 60% chance that a cut-in (green) will occur, and a 40% chance that a cut-in (red) will occur.
[0487] The advance notice determination table 4 has the following characteristics. For example, in Super Reach 1, in the case of a miss, the cut-in (green) is more likely to be executed and the cut-in (red) is less likely to be executed than in the case of a hit. For example, in Super Reach 2, in the case of a miss, the cut-in (green) is more likely to be executed and the cut-in (red) is less likely to be executed than in the case of a hit. This increases the player's expectations for a winning game when a cut-in (red) is executed, and allows the player to play while hoping for the cut-in (red) to be executed. Note that a cut-in (rainbow) may be provided, which can be executed only in the case of a winning game and which definitely notifies the player that a winning game will be obtained.
[0488] 33(c) is a notice determination table 5, which is a table for determining the notice (judgment effect) executed during the super reach in the symbol variation game. The basic determination method is the same as that of FIG. 32(a).
[0489] The judgment effect is an effect that is performed at the timing when the result of the special symbol hit determination process during a super reach is announced, and it is an effect that notifies the player whether the judgment result is a hit or a miss by having the player operate the effect button 14 or the effect lever 15 (or, if no operation is performed, the valid operation time passes). A button image bg that imitates the effect button 14 and an effect lever image leg that imitates the effect lever 15 are displayed immediately before the judgment result is announced (see Figure 40), so the display of these images alone is considered a notice, and the series of effects from the display of these images to the announcement of the judgment result constitutes the judgment effect. Note that, hereinafter, it may be simply referred to as "judge."
[0490] If the result of the judgment is a miss, if the variable effect pattern is Super Reach 1, the effect button will be determined with an 80% chance, and the effect lever with a 20% chance; if the variable effect pattern is Super Reach 2, the effect button will be determined with an 90% chance, and the effect lever with a 10% chance.
[0491] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, the presentation button will be determined with a 60% chance, and the presentation lever with a 40% chance; if the variable presentation pattern is Super Reach 2, the presentation button will be determined with a 50% chance, and the presentation lever with a 50% chance.
[0492] FIG. 33(d) is an effect button determination table for judge effects, and is a table for determining the display color of the button image and the light emission color of the effect button LED when the effect button is determined in the advance notice determination table 5.
[0493] If the judgment result is a miss, and the variable presentation pattern is Super Reach 1, the presentation button (normal) is determined 90% of the time, and the presentation button (red) is determined 10% of the time, and if the variable presentation pattern is Super Reach 2, the presentation button (normal) is determined 95% of the time, and the presentation button (red) is determined 5% of the time. The presentation button (normal) is a presentation mode in which the display color of the button image and the light color of the presentation button LED are green, and the presentation button (red) is a presentation mode in which the display color of the button image and the light color of the presentation button LED are red.
[0494] If the result of the judgment is a hit, if the variable presentation pattern is Super Reach 1, there is a 45% chance that the presentation button (normal) will be determined, and a 55% chance that the presentation button (red) will be determined.If the variable presentation pattern is Super Reach 2, there is a 40% chance that the presentation button (normal) will be determined, and a 60% chance that the presentation button (red) will be determined.
[0495] The notice determination table 5 and the effect button determination table have the following features. For example, in Super Reach 1, when there is a miss, the effect button is more likely to be executed and the effect lever is less likely to be executed than when there is a hit. For example, in Super Reach 2, when there is a miss, the effect button is more likely to be executed and the effect lever is less likely to be executed than when there is a hit. This makes it possible to increase the player's expectation of a winning game when the effect lever is operated, and allows the player to play the game while hoping that the effect lever will be operated.
[0496] For example, in Super Reach 1, in the case of a miss, the effect button (normal) is more likely to be executed and the effect button (red) is more difficult to execute than in the case of a hit. For example, in Super Reach 2, when you lose, the effect button (normal) is more likely to be executed and the effect button (red) is more difficult to execute than when you win. As a result, even if the judgement effect is an effect button, if the effect button (red) is executed, the player's expectation of a winning game can be increased, and the player can play the game while hoping that the effect button (red) will be executed.
[0497] The judgement effect of operating the effect button 14 or the effect lever 15 may be performed in either Super Reach 1 or Super Reach 2, as shown in Figure 33, or may be performed in either one. When performed in either one, the other may be configured to notify the judgment result without any operation.
[0498] In addition, for judgement effects, either the effect button (normal) or the effect button (red) can be executed, and for dialogue previews and cut-in previews, only the effect button (normal) can be executed, but the effect button (red) may also be executed for dialogue previews and cut-in previews.
[0499] FIG. 39 shows an example of a cut-in preview. (a1) and (b1) show a scene in which the game has shifted to a super reach (for example, super reach 1), and the decorative pattern images 26a to 26c are moved to the upper right of the display area and displayed in a reduced size.
[0500] (a2) and (b2) are scenes in which a predetermined time has elapsed since the transition to Super Reach (for example, Super Reach 1), and in which a button image (an image labeled PUSH) is displayed in the center of the image display device 26. The button image is displayed entirely in green, and the effect button LED also emits the corresponding green light, indicating that the effect button 14 is in its valid operation time. In the cut-in preview, a button image bg that resembles the effect button 14 is displayed, and no image saying "Press!" or sound saying "Press" is output, and in conjunction with the display of the button image, a button display sound (single sound) indicating that the button image has been displayed is output from the speaker 10. This button display sound is the same as the sound output during the dialogue preview.
[0501] (a3) shows the display mode of the cut-in (green), in which the cut-in image ci1 with the word "chance" written in green is displayed. Also, (b3) shows the display mode of the cut-in (red), in which the cut-in image ci2 with the word "chance" written in red is displayed. In either case, the cut-in image takes about 3 seconds from the start to the end of its display, and shortly after the display of the cut-in image ends, the result of the special symbol hit determination process is announced. In other words, the cut-in announcement is an announcement effect that is executed just before the announcement of the result of the determination.
[0502] In this way, the cut-in notice (green) and the cut-in notice (red) are displayed in a visually clearly different manner, which prevents the viewer from having difficulty understanding which cut-in notice has been executed.
[0503] FIG. 40 shows the judge presentation. (a1) and (b1) are scenes from a conversation preview during a super reach (e.g., super reach 2), in which the enemy character chaB is displayed and a conversation image con4-1 such as "Let's go" is displayed in white text. Also, a voice such as "Let's go" is output from the speaker 10.
[0504] The conversation preview is a preview that is exec...
Claims
[Claim 1] A control means capable of controlling a normal game and an advantageous game which is more advantageous to a player than the normal game; An operation means operable by a player; A performance control means for executing a corresponding performance in response to the operation of the operation means during an operation valid period, The performance control means includes: A symbol variation game in which symbols are displayed in a variable manner can be executed; During the execution of the symbol variation game, it is possible to execute a notice performance suggesting the possibility that the advantageous game will be executed, During the execution of the symbol variation game, a specific reach effect can be executed to notify whether or not the advantageous game is executed, When a predetermined setting is performed by a player, it is possible to perform a deemed press to execute the corresponding performance by assuming that the operating means has been operated at a predetermined timing during the operation valid period, During the control of the advantageous game, It is possible to generate the operation valid period, but restricting the execution of the corresponding performance by regarding the operation means as having been operated at a predetermined timing during the operation valid period; The above preview performance includes: There is a first preview performance in which the deemed press can be executed, and a second preview performance in which the deemed press is not executed, The first preview performance is There are cases where the first preview performance is executed using a predetermined color, and cases where the first preview performance is executed using a specific color different from the predetermined color, The second preview performance is There are cases where the second preview performance is executed using the predetermined color, and cases where the second preview performance is executed using the specific color, The expectation of the advantageous game being executed is higher when the first advance notice performance using the specific color is executed a second number of times, which is greater than the first number of times, than when the first advance notice performance using the specific color is executed a first number of times; The expectation of the advantageous game being executed is constant whether the second notice performance using the specific color is executed a first number of times or whether the second notice performance using the specific color is executed a second number of times that is greater than the first number of times. The first advance notice performance can be executed before the execution of the specific reach performance, and the first advance notice performance is not executed during the execution of the specific reach performance, The second advance notice performance can be executed during the execution of the specific reach performance, and the second advance notice performance is not executed before the execution of the specific reach performance. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2017209449A
Game machine
JP2019000452A
Game machine
JP2021176531A
JPP7457385B
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Game machine
JP2024108480A