Gaming Machines
Patent Information
- Application Number
- JP2021147856
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-10
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2041-09-10
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Conventional gaming machines are capable of executing suggestive effects that can suggest the degree of expectation that is controlled to be in an advantageous state, and some are also capable of executing special effects that can suggest content that is advantageous to the player and different from the degree of expectation that is controlled to be in an advantageous state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-81122 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, there is room for improvement in terms of improving the marketability of a gaming machine capable of executing suggestive effects and special effects.
[0005] The present invention has been made in consideration of such problems, and has an object to provide a gaming machine that can improve marketability. [Means for solving the problem]
[0006] (1) A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A suggestion effect execution means capable of executing a suggestion effect capable of suggesting an expectation degree controlled to the advantageous state; A special effect execution means for executing a special effect which is advantageous to a player and can suggest a content different from the expectation level controlled to the advantageous state; A sound output means capable of outputting a performance sound; Equipped with The suggestion performance execution means includes: As the suggestion performance, a first suggestion performance and a second suggestion performance having a longer execution period than the first suggestion performance can be executed, Each of the first suggestion performance and the second suggestion performance can be executed in a plurality of performance modes including a first performance mode and a second performance mode having a higher expectation of being controlled to the advantageous state than the first performance mode; The rate at which the second suggestive performance is executed in the second performance mode when controlled to the advantageous state is higher than the rate at which the first suggestive performance is executed in the second performance mode when controlled to the advantageous state, The special effect execution means includes: As the special effects, a first special effect and a second special effect suggesting a content more advantageous than the first special effect can be executed, In the variable display of 1, the second special effect can be executed at different rates when the suggestion effect is executed in the second performance mode a first number of times and when the suggestion effect is executed a second number of times that is greater than the first number of times; The sound output means includes: When the first suggestion performance is started, a performance sound corresponding to the first suggestion performance can be output over a first period, When starting the second suggestion performance, a performance sound corresponding to the second suggestion performance can be output for a second period shorter than the first period. It is characterized by:
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front view showing an gaming machine according to an embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 4] FIG. 2 is an explanatory diagram showing each random number. [Diagram 5] FIG. 13 is an explanatory diagram showing a fluctuation pattern. [Figure 6] An explanatory diagram showing a fluctuation pattern determination table for the first special pattern. [Figure 7] An explanatory diagram showing a fluctuation pattern determination table for the second special pattern. [Figure 8] (A) is an explanatory diagram showing the display result determination table, (B) and (C) are explanatory diagrams showing the jackpot type determination table, (D) is an explanatory diagram showing the small jackpot type determination table, and (E) is an explanatory diagram of the jackpot type. [Figure 9] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 10] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 11]13 is a flowchart showing an example of a game control main process. [Figure 12] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 13] 13 is a flowchart showing an example of a special symbol process. [Figure 14] 13 is a flowchart showing an example of a start winning determination process. [Figure 15] 13 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 16] 13 is a flowchart showing an example of normal special symbol processing. [Figure 17] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 18] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 19] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 20] This is a flowchart showing an example of processing before the release of a small win. [Figure 21] A flowchart showing an example of processing during small win release. [Figure 22] A flowchart showing an example of a small hit end processing. [Diagram 23] A flowchart showing an example of a jackpot end process. [Figure 24] An explanatory diagram showing the waiting period for release when a jackpot game starts. [Diagram 25] FIG. 13 is an explanatory diagram showing the conditions for ending the time-saving state. [Figure 26] 13 is a flowchart showing an example of a performance control main process. [Figure 27] 13 is a flowchart showing an example of a performance control process. [Figure 28] 13 is a flowchart showing an example of a variable display start setting process. [Figure 29] 13 is a flowchart showing an example of a chance-up effect determination process. [Diagram 30]13 is a flowchart showing an example of a chance-up effect determination process. [Diagram 31] 13 is an explanatory diagram of the determination ratio of the level to be notified in the level notification performance. FIG. [Diagram 32] 13 is an explanatory diagram showing possible chance-up effects and their contents. FIG. [Diagram 33] FIG. 13A is a timing chart of the variable display in the fluctuation pattern of super reach δ, and FIG. 13B is a timing chart of the variable display in the fluctuation pattern of super reach ε. [Diagram 34] An explanatory diagram showing the execution period and output period of each chance-up effect. [Diagram 35] 13 is an explanatory diagram showing the determination ratio of the presentation pattern of each chance-up presentation. FIG. [Diagram 36] 13 is an explanatory diagram showing the determination ratio of the presentation pattern of each chance-up presentation. FIG. [Figure 37] This is an explanatory diagram showing the execution period of each chance-up effect and the percentage that is executed in each chance-up pattern. [Figure 38] 13 is an explanatory diagram showing the determination ratio of the type of chance up coin when each chance up effect is executed in a chance up pattern. FIG. [Figure 39] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 40] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 41] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 42] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 43] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 44] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 45] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 46] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 47]FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 48] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 49] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 50] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 51] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 52] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Diagram 53] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 54] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 55] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 56] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 57] FIG. 13 is an explanatory diagram showing the display mode when a reach effect is executed. [Figure 58] An explanatory diagram showing the display mode of the small hit game state. [Figure 59] An explanatory diagram showing the display mode of the jackpot game state. [Figure 60] An explanatory diagram showing the display mode of the jackpot game state. [Figure 61] An explanatory diagram showing the display mode of the jackpot game state. [Figure 62] FIG. 13 is an explanatory diagram showing a change effect in a modified example. [Figure 63] An explanatory diagram showing the display mode of the jackpot game state in a modified example. [Figure 64] An explanatory diagram showing the display mode of the jackpot game state in a modified example. [Figure 65] FIG. 11 is an explanatory diagram showing a determination ratio of a final notification level in a modified example. [Figure 66]13 is an explanatory diagram showing the determination ratios of the effect patterns of the telop effects and the cut-in effects and the determination ratios of the types of chance-up coins in a modified example. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to an embodiment of the present invention will be described below.
[0010] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.
[0011] The gaming machine of type 1 is, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a big win gaming state or a small win gaming state) that is favorable to a player, A suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display start setting process and the variable display during effect process shown in FIG. 27) capable of executing a suggestion effect (for example, a chance up effect) capable of suggesting the expectation level controlled to the advantageous state; A special effect execution means (for example, a part where the effect control CPU 120 executes the variable display start setting process and the variable display in progress process shown in FIG. 27) capable of executing a special effect (for example, a level notification effect) capable of suggesting a content that is advantageous to the player and different from the expectation level controlled to the advantageous state (for example, 10 rounds of big win game are executed when the variable display result is a big win or a small win, time-saving control is executed over a maximum of 99 variable displays after the big win game, there is a reserved memory in the second special chart reserved memory where the variable display result is a big win or a small win, etc.); Equipped with The suggestion performance execution means includes: As the suggestive performance, a first suggestive performance (e.g., a button vibration performance, a reach-time voice output performance) and a second suggestive performance (e.g., a character display performance, a title performance, etc.) having a longer execution period than the first suggestive performance can be executed, Each of the first suggestion performance and the second suggestion performance can be executed in a plurality of performance modes including a first performance mode (e.g., a non-execution or normal pattern shown in FIG. 35 and FIG. 36) and a second performance mode having a higher expectation of being controlled to the advantageous state than the first performance mode (e.g., a chance-up pattern shown in FIG. 35 and FIG. 36), The rate at which the second suggestive effect is executed in the second performance mode when controlled to the advantageous state is higher than the rate at which the first suggestive effect is executed in the second performance mode when controlled to the advantageous state (for example, as shown in Figs. 35 and 36, the rate at which the character display effect and the title effect are executed in the chance-up pattern when the variable display result is a big win or a small win is higher than the rate at which the button vibration effect and the voice output effect at the time of reach are executed in the chance-up pattern), The special effect execution means includes: As the special effects, a first special effect (for example, a portion in which a low level such as 1 to 9 is announced as a level announcement effect) and a second special effect suggesting a content more advantageous than the first special effect (for example, a portion in which a level such as 10 to 49 is announced as a level announcement effect) can be executed, The second special effect can be executed at different rates depending on whether the suggestive effect is executed in the second effect mode a first number of times (e.g., once) or a second number of times (e.g., twice) that is greater than the first number of times (e.g., as shown in FIG. 38, the more times the chance-up effect is executed in the chance-up pattern, the higher the rate at which a level such as 10 to 49 is announced as the level announcement effect). It is characterized by the following. According to this feature, the number of times the suggestive presentation is executed in the second presentation mode not only determines whether or not the suggestive presentation will be controlled to an advantageous state, but also suggests content that is advantageous to the player, thereby increasing the player's expectations for the advantageous content, thereby improving the marketability of the gaming machine.
[0012] The gaming machine of type 2 is, The special effect execution means is capable of executing the second special effect at a higher rate when the number of times the suggestive effect has been executed in the second effect mode is the second number of times than when the number of times the suggestive effect has been executed in the second effect mode is the first number of times (for example, as shown in FIG. 38, the higher the number of times the chance-up effect is executed in a chance-up pattern, the higher the rate at which a level such as 10 to 49 is announced as the level announcement effect); It is characterized by the following. According to this feature, since the second special effect is more likely to be executed when the suggestive effect has been executed many times than when it has been executed few times, the player's expectations for advantageous content can be gradually increased each time the suggestive effect is executed, thereby improving the player's interest in the game.
[0013] The gaming machine of type 3 is, The device is provided with sound output means (e.g., speakers 8L and 8R) capable of outputting performance sounds; The sound output means includes: When the first suggestion effect is started, a sound effect corresponding to the first suggestion effect can be output over a first period (for example, as shown in FIG. 34, when a button vibration effect or a reach-time voice output effect is started, a sound effect is output over a period T1 from the start of the button vibration effect or the reach-time voice output effect), When the second suggestive performance is started, a performance sound corresponding to the second suggestive performance can be output for a second period shorter than the first period (for example, as shown in FIG. 34, when a character display performance or a title performance is started, a performance sound is output from the start of the character display performance or the title performance for a period T2 shorter than the period T1). It is characterized by the following. According to this feature, when the first suggestive performance or the second suggestive performance is started, a performance sound corresponding to the first suggestive performance or the second suggestive performance is output, thereby making the player aware of the start of the suggestive performance, and the player can recognize that the suggestive performance being executed is the second suggestive performance by recognizing that the output of the performance sounds has ended when the second period has been executed.Therefore, when the second suggestive performance is executed, the player's attention can be drawn to the suggestive performance earlier than when the first suggestive performance is executed, thereby increasing the player's expectations for content that will be advantageous to the player.
[0014] The gaming machine of type 4 is, The special effect execution means is capable of executing the second special effect at different rates when the number of times the suggestive effect has been executed in the second performance mode is the first number of times and when the number of times is the second number of times, which is greater than the first number of times, during a predetermined period (for example, the period from when the variable display in the variable pattern of Super Reach δ or Super Reach ε is started until the variable display result is announced as the reach performance of each Super Reach) (for example, as shown in FIG. 38, the more times the chance-up performance is executed in the chance-up pattern, the higher the rate at which a level such as 10 to 49 is announced as the level announcement performance); The suggestion performance includes a predetermined suggestion performance (for example, a change performance shown in Modification 1) different from the first suggestion performance and the second suggestion performance, The suggestion performance execution means includes: The predetermined suggestion performance can be executed in a first execution pattern that is executed from a first timing, which is a start timing before the predetermined period, during the predetermined period (for example, as shown in Modification 1, a part in which the display mode of the reserved display is changed before a variable display based on the reserved display is executed), and a second execution pattern that is executed from a second timing, which is a start timing during the predetermined period, during the predetermined period (for example, as shown in Modification 1, a part in which the display mode of the reserved display (active display) is changed when the reserved display is displayed as an active display (when a variable display based on the reserved display is executed)), The special effect execution means includes: When the predetermined suggestion performance is executed in the first execution pattern, the second special performance can be executed at a predetermined rate regardless of whether the predetermined suggestion performance is executed or not (for example, as shown in FIG. 62(D), a portion in which a level such as 10 to 49 is notified as a level notification performance at a rate that is not related to a change in the display mode of the reserved display); When the predetermined suggestion effect is executed in the second execution pattern, the second special effect can be executed at a specific ratio according to whether or not the predetermined suggestion effect is executed (for example, as shown in FIG. 62(D), a part in which a level such as 10 to 49 is notified as a level notification effect at a ratio related to a change in the display mode of the pending display (active display)). It is characterized by the following. According to this feature, it becomes clear whether the execution of the predetermined suggestion effect at the first timing or the second timing will affect the execution of the second special effect, so that the effect of the predetermined suggestion effect can be improved while preventing confusion for the player.
[0015] The gaming machine of form 5 is The special effect execution means includes: A third special effect (for example, a part in which a level such as 90 to 100 is notified as a level notification effect) that suggests a content more advantageous to the player than the first special effect and the second special effect can be executed. The first special effect or the second special effect being executed can be changed to the third special effect (for example, as shown in FIG. 63 and FIG. 64 as a modified example 2, after level 9 or level 30 is announced as a level announcement effect, a level such as level 90 to 100 is announced in a reward acquisition effect), The rate at which the first special effect changes to the third special effect when the first special effect is being executed is higher than the rate at which the second special effect changes to the third special effect when the second special effect is being executed (for example, as shown in FIG. 65 as a modified example 2, when levels 1 to 9 are announced as the level announcement effect, a level of 90 to 100 is announced at a higher rate than when levels 10 to 49 are announced as the level announcement effect). It is characterized by the following. According to this feature, even if the first special effect is executed, the player's expectation that it will change to the third special effect can be maintained, so that a decline in interest in the game can be prevented.
[0016] The gaming machine of form 6 is The presentation mode of the suggestive presentation includes a third presentation mode whose execution rate when controlled to the advantageous state is lower than the first presentation mode and the second presentation mode (for example, as shown in FIG. 66(A) and FIG. 66(B) as modified example 3, a portion in which a caption is displayed in rainbow colors as a subtitle caption presentation, and a portion in which a cut-in image is displayed in rainbow colors as a cut-in presentation), The special effect execution means is capable of executing the second special effect at a higher rate when the suggestive effect is executed the first number of times in the third effect mode than when the suggestive effect is executed the second number of times in the second effect mode (for example, when a rainbow-colored caption is displayed as the subtitle caption effect and a rainbow-colored cut-in image is displayed as the cut-in effect (when both the subtitle caption effect and the cut-in effect notify that the game will be controlled to a big win game state or a small win game state), a portion where a high level such as 90 to 100 is notified as the level notification effect at a higher rate than when a rainbow-colored caption is displayed as the subtitle caption effect and a red or gold-colored cut-in image is displayed as the cut-in effect, or when a red or gold-colored caption is displayed as the subtitle caption effect and a rainbow-colored cut-in image is displayed as the cut-in effect (when either one of the subtitle caption effect or the cut-in effect notifies that the game will be controlled to a big win game state or a small win game state)). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the fact that the suggestive presentation is executed in the third presentation mode, thereby increasing the player's interest in the game.
[0017] The seventh type of gaming machine is The suggestive effects include a first type of suggestive effect (e.g., a button vibration effect, a title effect, a subtitle telop effect, a cut-in effect) that suggests the degree of expectation that will be controlled to the advantageous state using a specific element (e.g., a display color or a light-emitting color), and a second type of suggestive effect (e.g., a reach-time voice output effect, a character display effect) that suggests the degree of expectation that will be controlled to the advantageous state using a predetermined element (e.g., a displayed image or an output sound) different from the specific element, The first type of suggestive performance and the second type of suggestive performance each include a plurality of types of suggestive performance (for example, the first type of suggestive performance includes a button vibration performance, a title performance, a subtitle telop performance, and a cut-in performance, and the second type of suggestive performance includes a reach-time voice output performance and a character display performance), The number of the first type of suggestive effects that can be executed by the suggestive effect execution means is greater than the number of the second type of suggestive effects that can be executed by the suggestive effect execution means (for example, as shown in FIG. 38(C), the first type of suggestive effects includes four effects, namely, a button vibration effect, a title effect, a subtitle telop effect, and a cut-in effect, and the second type of suggestive effects includes two effects, namely, a reach-time voice output effect and a character display effect), The special effect execution means is capable of executing the second special effect at a different rate when the first type of suggestive effect is executed in the second effect mode and when the second type of suggestive effect is executed in the second effect mode (for example, when a button vibration effect, a title effect, a subtitle telop effect, or a cut-in effect that suggests the probability of a win by color (display color or light emission color) is executed, a chance-up coin other than white is displayed at a higher rate than when a reach-time voice output effect, effect, or character display effect that suggests the probability of a win by other than color (display image, output voice) is executed, i.e., when the variable display result is a big win or a small win, a higher rate is set for announcing a higher level in the level notification effect). It is characterized by the following. According to this feature, not only can the number of times the suggestive performance is executed in the second performance mode simply determine whether or not the suggestive performance is controlled to an advantageous state, but the suggested content can create a sense of expectation in the player, and the player can be drawn to the type of suggestive performance that is executed, thereby increasing interest in the game.
[0018] The gaming machine of type 8 is A specific performance execution means (for example, a part in which the performance control CPU 120 executes the variable display start setting process and the variable display in-progress performance process shown in FIG. 27 ) capable of executing a plurality of types of specific performance including a first specific performance (for example, a reach performance of a super reach δ) and a second specific performance different from the first specific performance (for example, a reach performance of a super reach ε), The suggestive performance execution means is capable of executing the suggestive performance a plurality of times during the execution of the specific performance (for example, as shown in FIG. 33, during the reach performance of super reach δ, a character display performance and a title performance can be executed, and during the reach performance of super reach ε, a character display performance, a title performance, a subtitle telop performance, and a cut-in performance can be executed). The number of times the suggestive effects that can be executed differs between when the first specific effect is executed and when the second specific effect is executed (for example, as shown in FIG. 33, when a variable display is executed in a variable pattern of a super reach δ, four effects are executed as a chance-up effect, and when a variable display is executed in a variable pattern of a super reach ε, six effects are executed as a chance-up effect). It is characterized by the following. According to this feature, by executing the second specific effect before the first specific effect, it is suggested that a greater number of suggestive effects will be executed during the execution of the second specific effect than during the execution of the first specific effect, so that the player can be drawn to both whether the first or second specific effect will be executed and the number of times the suggestive effect has been executed in the second effect mode, thereby increasing the player's interest in the game.
[0019] The gaming machine of type 9 is The suggestive performance includes a first type (e.g., a button vibration performance, a title performance, a subtitle telop performance, a cut-in performance) of suggesting the expectation level controlled to the advantageous state using a specific element (e.g., a display color or a light-emitting color), The first type of suggestion effect includes the first suggestion effect and the second suggestion effect (for example, a part including a button vibration effect and a subtitle telop effect), The specific performance has an introduction section (for example, the introduction part shown in FIG. 33) that is executed in a performance mode that is at least partially common between the first specific performance and the second specific performance, and a development section (for example, the development part (development part A and development part B) shown in FIG. 33) that is executed in a performance mode that is different between the first specific performance and the second specific performance after the introduction section, The number of the first type of suggestive effects that the suggestive effect execution means can execute in the introduction section is greater than the number of the first type of suggestive effects that the suggestive effect execution means can execute in the development section (for example, as shown in Modification 5, in the introduction section, which is the first half of the reach effect of Super Reach δ and the reach effect of Super Reach ε, a larger number of chance-up effects that suggest the rate at which the game will be controlled to a big win game state or a small win game state by the display color or the light emission color can be executed than in the development section, which is the second half of the reach effect of Super Reach δ and the reach effect of Super Reach ε). It is characterized by the following. According to this feature, by executing more types of a first type of suggestive presentation in the introduction section than in the development section following the introduction section, it becomes easier for the player to recognize the suggestive rules based on specific elements in the first type of suggestive presentation, making it easier for the player to understand the presentation effect caused by the execution of the first type of suggestive presentation, thereby increasing the player's interest in the game.
[0020] The gaming machine of type 10 is The suggestive effects include a first type of suggestive effect (e.g., a button vibration effect, a title effect, a subtitle telop effect, a cut-in effect) that suggests the expectation level controlled to the advantageous state using a specific element (e.g., a display color or a light-emitting color), The first type of suggestion effect includes the first suggestion effect and the second suggestion effect (for example, a part including a button vibration effect and a subtitle telop effect), The specific performance has an introduction section (for example, the introduction part shown in FIG. 33) that is executed in a performance mode that is at least partially common between the first specific performance and the second specific performance, and a development section (for example, the development part (development part A and development part B) shown in FIG. 33) that is executed in a performance mode that is different between the first specific performance and the second specific performance after the introduction section, The first type of suggestive performance executed in the development part of the first specific performance and the first type of suggestive performance executed in the development part of the second specific performance are executed in at least a part of a common performance mode (for example, as shown in variant example 4, a character display performance having the same performance mode is a performance that can be executed in the introduction part of each reach performance), It is characterized by the following. According to this feature, when the first specific effect is executed and when the second specific effect is executed, the first type of suggestive effect is executed in a presentation manner that is at least partially common in the development section of each specific effect, making it easier for the player to recognize these first type of suggestive effects, and therefore the presentation effect of the first type of suggestive effect can be accurately imparted to the player.
[0021] The gaming machine of type 11 is The suggestive performance execution means is capable of executing the second suggestive performance at a common ratio when the first specific performance is executed and when the second specific performance is executed (for example, as shown in Figs. 33, 34, 35, and 36, when the reach performance of Super Reach δ is executed and when the reach performance of Super Reach ε is executed, a button vibration performance, a reach-time voice output performance, a character display performance, and a title performance can be executed, and the determination ratio of the chance-up pattern in these button vibration performance, reach-time voice output performance, character display performance, and title performance is common between the execution of the reach performance of Super Reach δ and the execution of the reach performance of Super Reach ε); It is characterized by the following. According to this feature, regardless of whether the first specific effect or the second specific effect is executed, the player's attention can be drawn to the fact that the second special effect is being executed, thereby increasing the player's interest in the game.
[0022] The gaming machine of type 12 is When the specific performance execution means is controlled to the advantageous state, the specific performance execution means is capable of executing the second specific performance at a higher rate than the first specific performance (for example, when the reach performance of super reach ε is executed, the portion controlled to the big win game state or the small win game state at a higher rate than when the reach performance of super reach δ is executed); The special effect execution means is capable of executing the second special effect at a fixed rate regardless of whether the first specific effect or the second specific effect is executed (a portion in which a level such as 10 to 99 is announced as a level announcement effect at a fixed rate regardless of whether the reach effect of Super Reach δ or the reach effect of Super Reach ε is executed); It is characterized by the following. According to this feature, even when the first specific effect is being executed, in which the rate at which the game is controlled to an advantageous state is lower than when the second specific effect is being executed, the player's anticipation for the second special effect being executed can be maintained, thereby preventing a decline in interest in the game.
[0023] An embodiment of the gaming machine according to the present invention will be described below with reference to the drawings. In the following, the near side of FIG. 1 is the front (front, front face) side of the pachinko gaming machine 1, and the far side is the rear (rear, back face) side, and the description will be based on the up, down, left and right directions when the pachinko gaming machine 1 is viewed from the front side. Note that the front side of the pachinko gaming machine 1 in this embodiment is the surface facing the player who plays the pachinko gaming machine 1. In addition, in the description of each step of the flowchart, for example, a portion written as "Step S1" may be abbreviated as "S1" or "003SGS1", a "normal reach" may be abbreviated as "N reach", and a "super reach" may be abbreviated as "SP reach".
[0024] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0025] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner. The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described below, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described below, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described below). In addition, the variable display may be expressed as a variable display or a variation.
[0026] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.
[0027] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0028] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0029] At the bottom of the screen of the image display device 5, there are provided display areas (first special chart reserved memory display area 5D, second special chart reserved memory display area 5U) for displaying reserved displays corresponding to variable displays whose execution is pending.
[0030] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0031] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0032] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0033] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started based on the game ball being detected by a first start hole switch 22A provided in the winning ball device 6A.
[0034] The variable winning ball device 6B (normal electric device) forms a second start winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B has, for example, a movable piece that can move forward and backward above the second start winning port, and when the solenoid 81 is in the off state, the movable piece advances, so that the tip of the movable piece covers the upper part of the second start winning port, and the second start winning port is in a closed state where game balls cannot enter (also referred to as the second start winning port being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B retreats from above the second start winning port, so that the second start winning port is in an open state where game balls can enter (also referred to as the second start winning port being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started based on the game ball being detected by the first start hole switch 22A provided in the winning ball device 6A. Note that the variable winning ball device 6B is not limited to one having a movable piece as long as it can be changed between a closed state and an open state.
[0035] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0036] A special variable winning ball device 7 having a large winning opening is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0037] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.
[0038] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls based on the game ball being detected by the first count switch 23 provided in the special variable prize ball device 7. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0039] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0040] In addition to the first count switch 23, the special variable winning ball device 7 of this embodiment is also provided with a second count switch 24 capable of detecting game balls. The second count switch 24 is a switch for controlling the game state to a big win game state after a small win game state described later by detecting a game ball that has entered a big win opening in the small win game state.
[0041] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0042] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0043] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0044] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0045] In addition, the game area in this embodiment is composed of a left game area 2L which is an area formed to the left of the image display device 5, where the game balls can flow down to enter the general winning port 10 and the first start winning port formed by the winning ball device 6A, and a right game area 2R which is an area formed to the right of the image display device 5, where the game balls can flow down to enter the second start winning port formed by the variable winning ball device 6B and the special winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.
[0046] In addition, the normal state in this embodiment is a game state in which the player mainly shoots game balls toward the left game area 2L, and the time-saving state, big win game state, and small win game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.
[0047] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0048] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d.
[0049] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0050] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0051] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0052] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0053] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0054] The push button 31B is provided with a button lamp 9e, and the button lamp 9e, the main lamp 9a, the frame lamp 9b, the attacca lamp 9c, and the movable body lamp 9d may be collectively referred to as the game effect lamps 9. The main lamp 9a, the frame lamp 9b, the attacca lamp 9c, the movable body lamp 9d, and the button lamp 9e are each configured to include an LED.
[0055] Furthermore, the push button 31B has a built-in button vibration motor 33. The push button 31B can vibrate when the button vibration motor 33 is driven.
[0056] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0057] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", the opening control is performed to open the variable winning ball device 6B (the second start winning port becomes open).
[0058] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0059] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0060] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0061] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".
[0062] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0063] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until the opening period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (e.g., 10), whichever comes first. The opening period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit opening period. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (10 times or 4 times) is reached.
[0064] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0065] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type that can get many prize balls, a jackpot type that can get few prize balls, or a jackpot type that can get almost no prize balls may be provided.
[0066] After the big win game state ends, the game may be controlled to a time-saving state depending on the type of big win.
[0067] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0068] The time-saving state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-cut, etc.).
[0069] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0070] The state in which time-saving control is being executed is called the high base state, and the state in which time-saving control is not being executed is called the low base state. (Progress of the performance, etc.)
[0071] In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0072] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0073] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0074] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0075] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0076] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0077] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0078] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display). In addition, as other effects, for example, a notice effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The notice effects include a notice effect that predicts the jackpot reliability in the variable display being executed, and a foresight notice effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a foresight notice effect, an effect that changes the display mode of the variable display compatible display (reserved display) to a mode different from the normal mode may be executed.
[0079] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0080] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.
[0081] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0082] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also installed. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.
[0083] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source such as a commercial power source, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0084] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0085] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0086] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data of various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a certain period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0087] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0088] I / O105 is configured to include, for example, an input port into which various signals (detection signals) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal hold display device 25C, etc., solenoid drive signals).
[0089] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the first count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0090] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0091] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.
[0092] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0093] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0094] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0095] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0096] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0097] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0098] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display device 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0099] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0100] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0101] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0102] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0103] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0104] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0105] FIG. 3(A) is an explanatory diagram showing an example of the contents of the performance control command used in this embodiment. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 4(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0106] In the example shown in FIG. 3(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.
[0107] Command 8CXXH is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot types should be selected when the variable display result is a "jackpot", as shown in FIG. 4(B).
[0108] In the variable display result designation command, for example, as shown in FIG. 3(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "small hit" and the jackpot type is "small hit A". Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result and the jackpot type determination result that the variable display result is "small hit" and the jackpot type is "small hit B". Command 8C05H is a fifth variable display result designation command that notifies the pre-determined result and the jackpot type determination result that the variable display result is "small hit" and the jackpot type is "small hit C". Command 8C06H is a fifth variable display result designation command that notifies the pre-determined result and the jackpot type determination result that the variable display result is "small hit" and the jackpot type is "small hit D".
[0109] The command 8FXXH is a pattern determination command that specifies the stop (determination) of the variation of the decorative pattern in each of the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right" in the image display device 5. The pattern determination command is also a command for notifying the pattern determination period. The command 95XXH is a game state designation command that specifies the current game state in the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state in the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which time-saving control is not performed (low base state, normal state), and the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed (high base state, time-saving state).
[0110] Command A0XXH is a start of jackpot designation command (also called a "fanfare command") that designates the display of a presentation image indicating the start of a jackpot game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a jackpot game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game state. Command A3XXH is a end of jackpot designation command that designates the display of a presentation image at the end of a jackpot game.
[0111] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the big win type determination result, for example, by setting the same EXT data as the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "1" to "10") described later.
[0112] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.
[0113] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being established by the game ball passing (entering) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being established by the game ball passing (entering) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the number of pending memories decreases).
[0114] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.
[0115] 3(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.
[0116] FIG. 4 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 4, in this embodiment, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted. In addition, random number values other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.
[0117] The random number circuit 104 may count numerical data indicating a part or all of these random number values MR1 to MR4. The CPU 103 may count numerical data indicating a part of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0118] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result of the special symbol or the like in the special symbol game to a "jackpot" and to a jackpot game state, and takes a value in the range of, for example, "0" to "65535". The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type to either "jackpot A" or "jackpot B" when the variable display result is a "jackpot", and to determine the small jackpot type to either "small jackpot A", "small jackpot B", "small jackpot C", or "small jackpot D" when the variable display result is a "small jackpot", and takes a value in the range of, for example, "0" to "299".
[0119] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0120] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "23", for example.
[0121] The random number value MR5 for determining the initial value of MR4 is a random number value used for determining the initial value of the random number value MR4, and ranges from "3" to "23", for example.
[0122] FIG. 5(A) and FIG. 5(B) show the variation patterns in this embodiment. In this embodiment, a plurality of variation patterns are prepared in advance for the cases where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" and "reach", respectively, and for the case where the variable display result is "jackpot". The variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). The non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the case where the variable display result is "jackpot" is called a jackpot variation pattern. The variation pattern corresponding to the variable display result being a "small hit" is called a small hit variation pattern.
[0123] The jackpot variation pattern and the reach variation pattern include a normal reach variation pattern in which the reach performance of the normal reach is executed, and a super reach variation pattern in which the reach performance of the super reach is executed. In this embodiment, one normal reach variation pattern is provided, but the present invention is not limited to this, and two or more normal reach variation patterns may be provided. In addition, in this feature part 003SG, five variation patterns of super reach variation patterns, namely super reach α, super reach β, super reach γ, super reach δ, and super reach ε, are provided as the super reach variation patterns, but the present invention is not limited to this, and six or more or four or less super reach variation patterns may be provided.
[0124] In this embodiment, the small hit fluctuation pattern is provided with only a super reach fluctuation pattern in which a super reach reach performance is executed, but the present invention is not limited to this, and the small hit fluctuation pattern may be provided with both a normal reach fluctuation pattern in which a normal reach reach performance is executed, and a super reach fluctuation pattern in which a super reach reach performance is executed.
[0125] Among these variation patterns, for the big win variation pattern and the small win variation pattern, after the same special chart variation time as the miss variation pattern, an additional uniform 15-second special chart display time is provided to execute a congratulatory performance to celebrate the fact that the variable display result is a big win.
[0126] Here, in this embodiment, the big hit fluctuation pattern, small hit fluctuation pattern, and miss fluctuation pattern have a common period until the variable display result is announced, preventing the player from recognizing in advance whether the variable display result is a big hit, small hit, or miss based on the length of the period until the variable display result is announced.
[0127] In this embodiment, as described later, the determination ratio of each set variation pattern is set so that the variable display results become "big hit" and "small hit" in the order of super reach, normal reach, and non-reach, and therefore, in the normal reach variation pattern and the super reach variation pattern, the longer the special chart variation time, the higher the expectation of a big hit or a small hit.
[0128] Furthermore, in this embodiment, as described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may first be determined from these random number values for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.
[0129] In the ROM 101 provided in the game control microcomputer 100, in addition to the program for controlling the game, various table data used to control the progress of the game are stored. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variation pattern table that stores a plurality of types of variation patterns that are the variation modes of each pattern in the variable display of special patterns, normal patterns, etc.
[0130] 6 and 7 are explanatory diagrams of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is changed depending on the special symbol pattern of the variable display to be executed, the display result of the variable display, the number of reserved memories, the game state, etc.
[0131] Specifically, as shown in FIG. 6, when variable display of the first special pattern is executed, if the game state is normal (low base state) and the variable display result is a jackpot, the jackpot variable pattern determination table A is selected, if the game state is time-saving state (high base state) and the variable display result is a jackpot, the jackpot variable pattern determination table B is selected, if the game state is normal (low base state), the number of reserved memories of the first special pattern is 1 or less and the variable display result is a miss, the miss variable pattern determination table A is selected, if the game state is normal (low base state), the number of reserved memories of the first special pattern is 2 or more and the variable display result is a miss, the miss variable pattern determination table B is selected, and if the game state is time-saving state (high base state) and the variable display result is a miss, the miss variable pattern determination table C is selected.
[0132] In the jackpot fluctuation pattern determination table A, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 20 are assigned to the normal reach jackpot fluctuation pattern PB1-1, 21 to 370 are assigned to the super reach α jackpot fluctuation pattern PB1-2, and 371 to 997 are assigned to the super reach β jackpot fluctuation pattern PB1-3.
[0133] In the jackpot fluctuation pattern determination table B, among the possible values of 1 to 997 that the random number value MR3 for determining the fluctuation pattern can take, 1 to 997 are assigned to the non-reach jackpot fluctuation patterns PB1-4.
[0134] In addition, when the variable display result of the first special symbol in the normal state is a jackpot (first hit), the pattern determination period based on these variable patterns is set to 0.5 seconds (see 003SGS209 of the special symbol stop processing shown in FIG. 18), and the opening waiting period for the first round in the jackpot game state is set to 5 seconds (see FIG. 24). Furthermore, since these variable patterns are not subject to the execution of the chance-up performance described later, the pattern determination period based on the variable display when the variable display result of the first special symbol in the normal state is a jackpot, and the opening waiting period for the first round in the jackpot game state are restricted so that the level notification performance and the reward acquisition performance described later are not executed, respectively.
[0135] In this embodiment, during the variable display of the first special symbol in the normal state, the effect that suggests that the variable display result will be a jackpot, such as the chance-up effect described later, is not executed except for the reach effect (see FIG. 28). However, the present invention is not limited to this, and the chance-up effect or an effect similar to it that suggests that the variable display result will be a jackpot may be executed other than the reach effect during the variable display of the first special symbol in the normal state. In this way, when the chance-up effect is executed during the variable display of the first special symbol in the normal state, the variable display of the first special symbol in the normal state may have more types of chance-up effects that can be executed than the variable display of the first special symbol and the second special symbol in the time-saving state. By doing so, in the variable display of the second special symbol in the time-saving state, the processing related to the level to be notified in the level notification effect described later can be executed for the chance-up effect that is less than the variable display of the first special symbol in the normal state, so that the processing of the level notification effect can be prevented from becoming complicated.
[0136] Furthermore, as described later, the chance-up effect of this embodiment is an effect in which a chance-up coin used in the level notification effect is displayed by executing it in a chance-up pattern (see Figs. 40 to 54), but the present invention is not limited to this, and when the chance-up effect can be executed in the variable display of the first special symbol in the normal state, the chance-up coin may not be displayed even if the chance-up effect is executed in the chance-up pattern in the variable display of the first special symbol in the normal state. By doing so, it is possible to prevent the player's interest in the game from decreasing due to the chance-up coin being displayed in the variable display of the first special symbol in the normal state in which the level notification effect is not executed.
[0137] Also, as shown in FIG. 6, when the variable display of the first special symbol is executed in the time-saving state and the variable display result is a jackpot, the jackpot variation pattern determination table B is selected and the variation pattern is determined to be PB1-4. Since the special symbol variation time excluding the celebration effect period of the variation pattern PB1-4 is set to 500 ms, which is shorter than other jackpot variation patterns of the first special symbol, the chance-up effect described later cannot be executed during the variable display excluding the celebration effect period. Furthermore, the pattern determination period based on the variation pattern PB1-4 is set to 0.5 seconds (see 003SGS209 of the special symbol stop processing shown in FIG. 18), and the opening waiting period of the first round in the jackpot game state is set to 5 seconds (see FIG. 24). Therefore, during the pattern determination period based on the variation pattern PB1-4 and the opening waiting period of the first round in the jackpot game state, the level notification effect and the reward acquisition effect described later are restricted from being executed.
[0138] In this embodiment, when the variable display of the first special symbol (variable display by the variable pattern PB1-4) is executed in the time-saving state and the variable display result is a jackpot, the level notification effect is not executed during the pattern determination period based on the variable display, but the present invention is not limited to this. When the variable display of the first special symbol is executed in the time-saving state and the variable display result is a jackpot, the level notification effect is executed during the pattern determination period based on the variable display, and further, the reward acquisition effect may be executed during the opening waiting period of the first round in the jackpot game state based on the variable display. When the level notification effect is executed during the pattern determination period based on the variable display by the variable pattern PB1-4, the level to be notified may be determined to be one of 1 to 49 (see FIG. 31) so that it is not affected by any type of jackpot.
[0139] In the miss fluctuation pattern determination table A, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 500 are assigned to the non-reach miss fluctuation pattern PA1-1, 501 to 900 are assigned to the normal reach miss fluctuation pattern PA2-1, 901 to 970 are assigned to the super reach α miss fluctuation pattern PA2-2, and 971 to 977 are assigned to the super reach β miss fluctuation pattern PA2-3.
[0140] In the miss fluctuation pattern determination table B, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 500 are assigned to the non-reach miss fluctuation pattern PA1-2, 501 to 900 are assigned to the normal reach miss fluctuation pattern PA2-1, 901 to 970 are assigned to the super reach α miss fluctuation pattern PA2-2, and 971 to 977 are assigned to the super reach β miss fluctuation pattern PA2-3.
[0141] In the loss fluctuation pattern determination table C, among the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 997 are assigned to the non-reach loss fluctuation patterns PA1-3.
[0142] Also, as shown in FIG. 7, when the variable display of the second special symbol is executed, if the game state is normal (low base state) in the variable display except for the second to fifth variable displays after the big win game of the big win A and the variable display result is a big win, the big win variable pattern judgment table C is selected, if the variable display result is a big win in the first to fifth variable displays after the big win game of the big win A, the big win variable pattern judgment table D is selected, if the time-saving state (high base state) after the big win game of the big win B to F is reached and the variable display result is a big win, the big win variable pattern judgment table E is selected, if the game state is normal (low base state) in the variable display except for the second to fifth variable displays after the big win game of the big win A and the variable display result is a big win, the small win variable pattern judgment table A is selected, and if the big win of the big win A is reached, the small win variable pattern judgment table B is selected. When the variable display result is a small win in the 1st to 5th variable displays after the end of the game, the small win variable pattern determination table B is selected, when the time-saving state (high base state) after the end of the jackpot game of jackpots B to F is reached and the variable display result is a small win, the small win variable pattern determination table C is selected, when the game state is a normal state (low base state) in the variable displays excluding the 2nd to 5th variable displays after the jackpot game of jackpot A is reached and the variable display result is a miss, the miss variable pattern determination table D is selected, when the variable display result is a miss in the 1st to 5th variable displays after the end of the jackpot game of jackpot A is reached and the miss variable pattern determination table E is selected, and when the time-saving state (high base state) after the end of the jackpot game of jackpots B to F is reached and the variable display result is a jackpot, the jackpot variable pattern determination table F is selected.
[0143] In the jackpot fluctuation pattern determination table C, among the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 997 are assigned to the non-reach jackpot fluctuation pattern PB3-1.
[0144] In the jackpot fluctuation pattern determination table D, among the possible values of 1 to 997 for the random number value MR3 for fluctuation pattern determination, 1 to 997 are assigned to the fluctuation pattern PB3-2 of the super reach γ jackpot.
[0145] In the jackpot fluctuation pattern determination table E, of the possible random number values MR3 for determining the fluctuation pattern, 1 to 300 are assigned to the fluctuation pattern PB3-3 of the super reach δ jackpot, and 301 to 997 are assigned to the fluctuation pattern 3-4 of the super reach ε jackpot.
[0146] In the small win fluctuation pattern determination table A, among the possible values of 1 to 997 that the random number value MR3 for determining the fluctuation pattern can take, 1 to 997 are assigned to the non-reach small win fluctuation pattern PC3-1.
[0147] In the small win fluctuation pattern determination table B, among the possible values of 1 to 997 for the random number value MR3 for fluctuation pattern determination, 1 to 997 are assigned to the fluctuation pattern PC3-2 of the super reach γ small win.
[0148] In the small hit fluctuation pattern determination table C, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 300 are assigned to the Super Reach δ small hit fluctuation pattern PC3-3, and 301 to 997 are assigned to the Super Reach ε small hit fluctuation pattern PC3-4.
[0149] In the loss fluctuation pattern determination table D, among the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 997 are assigned to the non-reach loss fluctuation pattern PA3-1.
[0150] In the loss fluctuation pattern determination table E, among the possible values of 1 to 997 for the random number value MR3 for fluctuation pattern determination, 1 to 997 are assigned to the fluctuation pattern PC3-3 of the super reach γ small win.
[0151] In the loss fluctuation pattern determination table F, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 700 are assigned to the non-reach loss fluctuation pattern PA3-2, 701 to 960 are assigned to the super reach δ loss fluctuation pattern determination table PA3-4, and 961 to 997 are assigned to the super reach ε loss fluctuation pattern determination table PA3-5.
[0152] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In this embodiment, a display result determination table common to the first special chart and the second special chart is used as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.
[0153] The display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.
[0154] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).
[0155] In the display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the display result judgment table, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the probability variable control is performed in the pachinko game machine 1, the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state is higher (about 1 / 30 in this embodiment) than the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state when the game state is a normal state or a time-saving state (low probability state) (about 1 / 300 in this embodiment). That is, in the display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0156] 8(A) is an explanatory diagram showing a display result judgment table. The display result judgment table is a collection of data stored in ROM 101, and is a table in which a winning judgment value to be compared with MR1 is set. The display result judgment table has a judgment value for a big win and a judgment value for a small win set for each of the cases where the variable display special symbol designation buffer (a value that the CPU 103 sets when executing the normal special symbol processing as a value that designates a special symbol that executes variable display) is 1 (first), that is, the first special symbol is the target of variable display, and the variable display special symbol designation buffer is 2 (second), that is, the second special symbol is the target of variable display.
[0157] As shown in FIG. 8(A), when the variable display special pattern designation buffer is the first, a judgment value corresponding to a big win is set, but a judgment value corresponding to a small win is not set. Therefore, when the first special pattern is the target of variable display, only a big win is possible, and a small win cannot be won.
[0158] In addition, when the variable display special pattern designation buffer is the second, the same judgment value as when the variable display special pattern designation buffer is the first is set as the judgment value corresponding to a big win, and when the second special pattern is the target for variable display, a big win occurs with the same probability as when the first special pattern is the target for variable display, and by setting the judgment value corresponding to approximately 1 / 7 of these judgment values, when the second special pattern is the target for variable display, there is a probability (proportion) of approximately 1 / 7 of a small win.
[0159] That is, when the value of MR1 matches any of the hit determination values corresponding to the big win shown in FIG. 8(A), the CPU 103 determines that the special symbol is a big win (big win A to big win C). Also, when MR1 matches any of the hit determination values corresponding to the small win shown in FIG. 8(A), the CPU 103 determines that the special symbol is a small win. Incidentally, the "probability" shown in FIG. 8(A) indicates the probability (probability) of a big win and the probability (probability) of a small win. Also, determining whether or not to make a big win means determining whether or not to control to a big win game state, but also means determining whether or not to make the stopped symbol on the first special symbol display device 4A or the second special symbol display device 4B a big win pattern. Also, determining whether or not to make a small win means determining whether or not to control to a small win game state, but also means determining whether or not to make the stopped symbol on the second special symbol display device 4B a small win pattern.
[0160] In this embodiment, the CPU 103 is configured to determine whether or not a big hit or a small hit has occurred using the display result determination table shown in Figure 8 (A), but a big hit determination table and a small hit determination table may be provided separately, and the determination of a big hit may be made using a common table in the case of variable display of the first special pattern and the case of variable display of the second special pattern regardless of the variable display special pattern designation buffer, and the determination of a small hit may be made using a separate table only when the variable display special pattern designation buffer is the second.
[0161] Also, in this embodiment, when the variable display special chart designation buffer is first, no judgment value other than the judgment value corresponding to a big hit is set as a judgment value corresponding to a small hit, in other words, a small hit is not won, but it is also possible to set some of the judgment values other than the judgment value corresponding to a big hit as a judgment value corresponding to a small hit, so that a small hit is won.
[0162] 8(B) and (C) are explanatory diagrams showing a jackpot type determination table (for the first special symbol) and a jackpot type determination table (for the second special symbol) stored in the ROM 101. Of these, FIG. 8(B) is a table for determining the jackpot type using reserved memory based on the game ball winning the first start winning slot (i.e., when the first special symbol is variably displayed). Also, FIG. 8(C) is a table for determining the jackpot type using reserved memory based on the game ball winning the second start winning slot (i.e., when the second special symbol is variably displayed).
[0163] The jackpot type determination table is a table that is referenced to determine the type of jackpot to be one of jackpot A to jackpot B based on the random number (MR2) for jackpot type determination when it is determined that the variable display result is to be a jackpot pattern. In this embodiment, as shown in Figs. 8(B) and (C), the jackpot type determination table (for the first special pattern) has two types of jackpots, jackpot A and jackpot B, whereas the jackpot type determination table (for the second special pattern) has only one type of jackpot, jackpot B. In other words, the jackpot that occurs when the first special pattern is variably displayed is one of the two types of jackpots, jackpot A and jackpot B, whereas the jackpot that occurs when the second special pattern is variably displayed is only jackpot B.
[0164] 8(D) is an explanatory diagram showing a small win type determination table stored in the ROM 101. The small win type determination table is a table that is referenced to determine the type of small win to small win A or small win B based on the random number (MR2) for winning type determination when it is determined that the variable display result is to be a small win pattern. In this embodiment, if the game ball passes through the second count switch 24 during the small hit game of small hit A, that is, if a V-winning jackpot occurs, a jackpot game of jackpot type C is executed, if the game ball passes through the second count switch 24 during the small hit game of small hit B, that is, if a V-winning jackpot occurs, a jackpot game of jackpot type D is executed, if the game ball passes through the second count switch 24 during the small hit game of small hit C, that is, if a V-winning jackpot occurs, a jackpot game of jackpot type E is executed, and if the game ball passes through the second count switch 24 during the small hit game of small hit D, that is, if a V-winning jackpot occurs, a jackpot game of jackpot type F is executed. In other words, these jackpots CF are not determined by the random number value MR2 for determining the type of jackpot extracted at the time of the initial winning, but by the fact that the game ball passes through the second count switch 24 during any of the small jackpot games A to D.
[0165] Here, the types of jackpots in this embodiment will be explained using Figure 8 (E). In this embodiment, the jackpot types are set to jackpot A to jackpot F, for which time-saving control is executed after the jackpot game state ends.
[0166] Among these jackpots A to F, the jackpot A is a jackpot in which the round of changing the jackpot entry port to the second state advantageous to the player is repeatedly executed four times (so-called 4 rounds). In addition, after the end of the jackpot game state of the jackpot A, if the game state in which the jackpot A was won is the normal state, the time-saving control is executed once for the variable display of the second special symbol, and if the game state in which the jackpot A was won is the time-saving state, the time-saving control is executed seven times for the variable display of the second special symbol.
[0167] The big win B is a big win in which the rounds that change the big winning port to the second state that is advantageous to the player are repeatedly executed 10 times (so-called 10 rounds). In addition, after the big win game state of the big win B ends, the time-saving control is executed until 99 special game games are executed targeting the variable display of the second special pattern, or until another big win occurs before 99 special game games are executed.
[0168] The big win C is a big win in which the round that changes the big prize winning port to the second state advantageous to the player is repeated three times (so-called three rounds). In addition, after the big win C big win game state ends, the time-saving control is executed until seven special game games are executed targeting the variable display of the second special pattern, or until another big win occurs before seven special game games are executed.
[0169] The jackpot D is a jackpot that changes the jackpot entry port to the second state advantageous to the player three times (so-called 3 rounds). After the jackpot game state of the jackpot D ends, the time-saving control is executed until 7 special game games are executed for the variable display of the second special pattern, or until another jackpot occurs before 99 special game games are executed.
[0170] The jackpot E is a jackpot that changes the jackpot entry port to the second state advantageous to the player nine times (so-called 9 rounds). After the jackpot E jackpot game state ends, the time-saving control is executed until seven special game games are executed targeting the variable display of the second special pattern, or until another jackpot occurs before seven special game games are executed.
[0171] The big win F is a big win in which the rounds that change the big prize winning port to the second state advantageous to the player are repeatedly executed nine times (so-called 9 rounds). In addition, after the big win game state of the big win F ends, the time-saving control is executed until 99 special game games are executed targeting the variable display of the second special pattern, or until another big win occurs before 99 special game games are executed.
[0172] In addition, in the time-saving state, the probability of a "normal hit" increases, making it easier to get a small hit than in the normal state. Therefore, in the time-saving state and the maximum four variable displays of the second special symbol immediately after the time-saving state ends, a big hit may occur as a result of the variable display of the second special symbol, or a big hit may occur when the game ball enters a V during a small hit game, resulting in a so-called consecutive win state in which big hits are likely to occur consecutively.
[0173] In addition, in the time-saving state after the end of the jackpot game of jackpot A, the number of special games in which the time-saving control is executed is set to one, so the percentage of the variable display result being a jackpot or small jackpot in either the variable display of the second special pattern in that one time and the variable display of the second special pattern based on up to four reserved memories that occur during that one time of the variable display of the second special pattern (the total percentage of jackpots occurring in the total of five variable displays of the second special pattern mentioned above and the percentage of jackpots occurring when the game ball enters the V) is set to approximately 54%.
[0174] In addition, in the time-saving state after the end of jackpot play for jackpots C and E, the number of special games for which time-saving control is executed is set to seven, so the percentage of variable display results that will be a jackpot or small jackpot in either of those seven variable displays of the second special pattern and the variable displays of the second special pattern based on up to four reserved memories that occur during those seven variable displays of the second special pattern (the total percentage of jackpots occurring in the total of 11 variable displays of the second special pattern mentioned above and the percentage of jackpots occurring when the game ball enters the V) is set to approximately 82%.
[0175] In the time-saving state after the end of jackpot play for jackpots B, D, and F, the number of special games for which time-saving control is executed is set to 99, so the percentage of variable display results that will be a jackpot or small jackpot in either of the 99 variable displays of the second special pattern and the variable displays of the second special pattern based on up to four reserved memories that occur during the 99 variable displays of the second special pattern (the sum of the percentage of jackpots occurring in the total of 103 variable displays of the second special pattern mentioned above and the percentage of jackpots occurring when the game ball enters the V) is set to almost 100%.
[0176] In this embodiment, six types of jackpots are provided, from jackpot A to jackpot F, but the present invention is not limited to this, and seven or more types of jackpots may be provided, or five or less types may be provided.
[0177] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power source created in a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of the RAM 102 are stored for a certain period of time (until the capacitor serving as the backup power source discharges and the backup power source is unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as a special chart process flag) and the data indicating the number of unpaid winning balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to the state before the occurrence of a power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. In addition, the data corresponding to the control state and the data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game.
[0178] In such a RAM 102, as an area for storing various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data storage area 003SG150 as shown in Fig. 9 is provided. The game control data storage area 003SG150 shown in Fig. 9 includes a first special chart reserve memory section 003SG151A, a second special chart reserve memory section 003SG151B, a normal chart reserve memory section 003SG151C, a game control flag setting section 003SG152, a game control timer setting section 003SG153, a game control counter setting section 003SG154, and a game control buffer setting section 003SG155.
[0179] The first special symbol reservation memory unit 003SG151A stores reservation data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started even though a start winning (first start winning) has occurred when a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A. As an example, the first special symbol reservation memory unit 003SG151A associates reservation numbers with the winning order (detection order of game balls) into the first start winning port, and stores, as reservation data, random number values MR1 for determining variable display results, random number values MR2 for determining winning types, and numerical data indicating random number values MR3 for determining variable patterns, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition in the passing (entering) of the game ball, until the number of memories reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the first special chart reserved memory unit 003SG151A indicates that the execution of a special chart game using the first special chart is reserved, and serves as reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0180] The second special symbol reservation memory unit 003SG151B stores reservation data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started even though a start winning (second start winning) has occurred when a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B. As an example, the second special symbol reservation memory unit 003SG151B associates the reservation number with the winning order (detection order of the game ball) into the second start winning port, and stores, as reservation data, the random number value MR1 for variable display result judgment, the random number value MR2 for winning type judgment, and the random number value MR3 for variable pattern judgment, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the second start condition in the passing (entering) of the game ball, until the number reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the second special chart reserved memory unit 003SG151B indicates that the execution of a special chart game using the second special chart is reserved, and serves as reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0181] In addition, the reserved information (first reserved information) based on the establishment of the first start condition by the game ball passing (entering) the first start winning port and the reserved information (second reserved information) based on the establishment of the second start winning by the game ball passing (entering) the second start winning port may be stored in a common reserved storage unit in association with the reserved number. In this case, start port data indicating whether the game ball passed (entered) the first start winning port or the second start winning port may be included in the reserved information and stored in association with the reserved number.
[0182] The regular symbol reserve memory unit 003SG151C stores reserved information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball that passed through the passing gate 41 has been detected by the gate switch 21. For example, the regular symbol reserve memory unit 003SG151C associates the game ball with a reserved number in the order in which it passed through the passing gate 41, and stores, as reserved data, numerical data indicating a random number value MR4 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").
[0183] The game control flag setting unit 003SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 003SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0184] The game control timer setting unit 003SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 003SG153 stores data indicating timer values of each of a plurality of types of timers.
[0185] The game control counter setting unit 003SG154 is provided with multiple types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 003SG154 stores data indicating the count values of each of the multiple types of counters. Here, the game control counter setting unit 003SG154 may be provided with a random counter for counting part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0186] In the random counter of the game control counter setting unit 003SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR4, are stored as random count values, and the numerical data indicating each random number value is updated periodically or irregularly according to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the updating operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as a scramble process or an arithmetic process on all or a part of the numerical data extracted from the random number circuit 104.
[0187] The game control buffer setting unit 003SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 003SG155 stores data indicating buffer values in each of a plurality of types of buffers.
[0188] In addition to the performance control program, the ROM 121 mounted on the performance control board 12 shown in Fig. 2 stores various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared for the performance control CPU 120 to make various judgments, decisions, and settings, pattern data constituting various performance control patterns, and the like.
[0189] As an example, the ROM 121 stores a performance control pattern table that stores a plurality of performance control patterns that the performance control CPU 120 uses to control performance operations by various performance devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, performance models, etc.). The performance control patterns correspond to various performance operations executed according to the progress of the game in the pachinko game machine 1 and are composed of data indicating the control contents. The performance control pattern table may store, for example, a performance control pattern for when a special chart is displayed variably, a notice performance control pattern, various performance control patterns, etc.
[0190] The special symbol variable display performance control pattern corresponds to a plurality of types of variation patterns, and is composed of data indicating the control contents of various performance operations such as the variable display operation of the decorative symbol, the reach performance, the re-draw performance, etc., during the period from when the special symbol starts to vary in the special symbol game to when the determined special symbol that is the special symbol display result is derived and displayed, or various performance display operations that do not involve the variable display of the decorative symbol. The advance notice performance control pattern is composed of data indicating the control contents of the performance operation that becomes the advance notice performance that is executed in response to the advance notice pattern that has a plurality of patterns prepared in advance. The various performance control patterns correspond to various performance operations that are executed according to the progress of the game in the pachinko game machine 1, and are composed of data indicating the control contents.
[0191] The control patterns for controlling the presentation during variable display of special charts may include, for example, a plurality of types of reach presentation control patterns in which the presentation manner in each reach presentation is different for each variable pattern that executes the reach presentation.
[0192] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 003SG190 as shown in Fig. 10(A) as an area for holding various data used to control performance operations. The performance control data holding area 003SG190 shown in Fig. 10(A) includes a performance control flag setting unit 003SG191, a performance control timer setting unit 003SG192, a performance control counter setting unit 003SG193, and a performance control buffer setting unit 003SG194.
[0193] The performance control flag setting unit 003SG191 is provided with a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command transmitted from the main board 11. For example, the performance control flag setting unit 003SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.
[0194] The performance control timer setting unit 003SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 003SG192 stores data indicating timer values of each of the plurality of types of timers.
[0195] The performance control counter setting unit 003SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 003SG193 stores data indicating the count values of the respective types of counters.
[0196] The performance control buffer setting unit 003SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 003SG194 stores data indicating buffer values in each of a plurality of types of buffers.
[0197] In this embodiment, data constituting the start winning time receiving command buffer 003SG194A as shown in FIG. 10(B) is stored in a predetermined area of the performance control buffer setting unit 003SG194. The start winning time receiving command buffer 003SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being displayed variably. The start winning time receiving command buffer 003SG194A also has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being displayed variably. When a start winning occurs in the first start winning port or the second start winning port, a set of three commands, namely, a start winning port winning designation command (first start winning port winning designation command or second start winning port winning designation command), a pattern designation command, and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special pattern reserved memory and the storage area corresponding to the second special pattern reserved memory in the start winning reception command buffer 003SG194A are provided with storage areas (entries) for storing these start winning port winning designation command, pattern designation command, and reserved memory number notification command separately in the first special pattern reserved memory and the second special pattern reserved memory.
[0198] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") begins, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the decorative pattern change stop process executed when the variable display ends.
[0199] Furthermore, in the start winning time receiving command buffer 003SG194A of this embodiment, a memory area is reserved for each of the buffer numbers "2-0" to "2-4" of the second special chart reserved memory for setting a panel pattern determined flag indicating that the pattern (panel pattern) of the variable display compatible panel and the second special chart reserved memory compatible panel to be displayed on the image display device 5 in the second special chart variable display compatible panel display performance processing (Figure 26) described below has already been determined.
[0200] When a first start winning port is entered, the CPU 120 for controlling the performance stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the first special symbol reserved memory in the command buffer 003SG194A for receiving the command at the time of the start winning, and when a second start winning port is entered, the CPU 120 stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the second special symbol reserved memory in the command buffer 003SG194A for receiving the command at the time of the start winning. When a start winning port is entered, the command from the start port entry designation command to the reserved memory number notification command is transmitted in sequence. Therefore, when the command is received, the command from the start port entry designation command, the pattern designation command, and the reserved memory number notification command are stored in the storage area corresponding to the last "1" to "4" of the buffer number corresponding to the first special symbol reserved memory or the second special symbol reserved memory in that order.
[0201] As for the commands stored in the start winning reception command buffer 003SG194A shown in FIG. 10(B), each time the variable display of the decorative pattern is started, the ones stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the ones stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the memory contents of the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special pattern reserved memory is ended in the storage state shown in FIG. 10(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the area corresponding to buffer number "3" and "4" is shifted to the area corresponding to buffer number "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0202] In this embodiment, when the performance control CPU 120 executes the command analysis process (S75), it determines whether or not it has received a start winning designation command, a pattern designation command, or a pending memory number notification command, and if it has received these commands, it stores these commands as pending memories for each special pattern at the beginning of the free area of the start winning time received command buffer 003SG194A.
[0203] (operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0204] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 11 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0205] In the game control main process shown in Fig. 11, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0206] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.
[0207] If the recovery condition is met (step S3; Yes), recovery processing (step S4) is executed, followed by random number circuit setting processing (step S8). The recovery processing in step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.
[0208] If the recovery condition is not satisfied (step S3; No), the initialization process (step S6) is executed, and then the random number circuit setting process (step S8) is executed. The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in the RAM 102, and the execution of the clearing process sets initial values in the working area.
[0209] After the random number circuit setting process (step S8) is executed, the CPU 103 sets the register of the CTC built in the game control microcomputer 100 so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and permits the interrupt (step S10). After that, the process enters into a loop process. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.
[0210] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 12. When the game control timer interrupt process shown in Fig. 12 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the first count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and can issue a warning if necessary according to the diagnosis result (step S22). After this, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpots that have occurred, etc.), start information (information indicating the number of start winnings, etc.), and probability fluctuation information (information indicating the number of times the special state has been entered, etc.) are output, which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0211] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state, the control of the game state, and the like.
[0212] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.
[0213] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0214] (Special pattern processing) Fig. 13 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 12. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0215] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern process is completed, by executing the command control process of step S27 shown in FIG. 12.
[0216] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0217] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0218] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0219] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0220] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.
[0221] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0222] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop display (derive) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0223] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0224] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the first count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0225] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0226] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0227] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.
[0228] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.
[0229] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.
[0230] (Start winning judgment process) FIG. 14 is a flow chart showing the start winning judgment process (S101) shown in FIG. 13. In the start winning judgment process, the CPU 103 first judges whether the first start hole switch 22A is on or not based on a detection signal from the first start hole switch 22A provided corresponding to the first start winning hole formed by the winning ball device 6A (003SGS101). At this time, if the first start hole switch 22A is on (003SGS101; Y), it judges whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) (003SGS102). The CPU 103 may specify the first special symbol reserved memory number by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 003SG154, for example. When the number of reserved first special charts in 003SGS102 is not the upper limit (003SGS102;N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 003SG155 is set to "1" (003SGS103).
[0231] When the first start port switch 22A is off in 003SGS101 (003SGS101; N) or when the first special symbol reserved memory number has reached the upper limit in 003SGS102 (003SGS102; Y), the second start port switch 22B is determined to be on or not (003SGS104) based on a detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B. At this time, if the second start port switch 22B is on (003SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (003SGS105). The CPU 103 may specify the number of reserved second special figures by reading the second reserved memory count value, which is the stored value of the second reserved memory counter provided in the game control counter setting unit 003SG154. When the second reserved memory count is not the upper limit value in 003SGS105 (003SGS105;N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 003SG155 is set to "2" (S106).
[0232] After executing any of the processes of 003SGS103 and 003SGS106, the number of reserved memories corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated to add 1 (003SGS107). For example, when the start port buffer value is "1", the first reserved memory count value is added by 1, while when the start port buffer value is "2", the second reserved memory count value is added by 1. Thus, the first reserved memory count value is updated to increase by 1 when the game ball passes (enters) the first start winning port and the first start condition corresponding to the special game using the first special game is established. Also, the second reserved memory count value is updated to increase by 1 when the game ball passes (enters) the second start winning port and the second start condition corresponding to the special game using the second special game is established. At this time, the total reserved memory number is also updated to add 1 (003SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 003SG154, may be updated to add 1.
[0233] After executing the process of 003SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the winning type, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random counter of the random number circuit 104 and the game control counter setting unit 003SG154 (003SGS109). The numerical data indicating each random number value thus extracted is stored by being set as reserved information at the beginning of an empty entry in the special chart reserved memory unit according to the start port buffer value (003SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 are stored in the first special chart reserved memory unit 003SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 are stored in the second special chart reserved memory unit 003SG151B.
[0234] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of win are used to determine whether the variable display result of the special symbol or decorative symbol is a "big win" or a "small win", and further to determine the type of big win when the variable display result is a "big win". The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. The CPU 103 executes the process of 003SGS109 to extract numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and the variable display time of the special symbol or decorative symbol.
[0235] Following the processing of 003SGS110, the sending setting of the start port winning designation command according to the start port buffer value is performed (003SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, and the like, to perform the setting for sending the first start port winning designation command to the performance control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in ROM 101 is stored in the buffer area of the transmission command buffer, and the like, to perform the setting for sending the second start port winning designation command to the performance control board 12. The start port winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in FIG. 4 after the special symbol process processing is completed.
[0236] Following the process of 003SGS111, the CPU 103 executes a winning random number value determination process (003SGS112). After that, for example, the CPU 103 stores the storage address of the reserved memory number notification command table in the ROM 101 in a buffer area designated by the transmission command pointer in the transmission command buffer, thereby setting up to transmit the reserved memory number notification command to the performance control board 12 (003SGS113). The reserved memory number notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of S27 shown in FIG. 4 after the special symbol process process is completed.
[0237] After executing the process of 003SGS113, it is determined whether the start port buffer value is "1" or not (003SGS114). At this time, if the start port buffer value is "1" (Y in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS115), and then the process of 2390SGS104 is started. In contrast, if the start port buffer value is "2" (N in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS116), and then the start winning process is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect the start winning of a valid game ball, the process based on the detection of both valid start winnings can be completed reliably.
[0238] (Random value determination process when winning) FIG. 15 is a flow chart showing an example of a process executed by 003SGS112 in FIG. 14 as a winning random number value determination process. In this embodiment, when the variable display of the special symbol or the decorative symbol is started, the special symbol normal process determines whether or not the special symbol display result (the variable display result of the special symbol) is controlled to a big win game state as a "big win" or whether or not it is controlled to a small win game state as a "small win". In addition, in the variable pattern setting process, a variable pattern that specifically specifies the variable display mode of the decorative symbol is determined. On the other hand, apart from these determinations, at the timing when the game ball is detected at the start winning hole (the first start winning hole or the second start winning hole), the CPU103 executes the winning random number value determination process of S112 to determine whether or not it is determined that the big win symbol or the small win symbol is derived and displayed as the special symbol display result. As a result, before the variable display of special patterns and decorative patterns based on the detection of a game ball entering the starting winning hole begins, in other words, before it is determined whether or not a big win will be reached at the start of the variable display, it is determined that the special pattern display result will be a "big win" or a "small win," and based on this determination result, various chance-up effects will be executed by the performance control CPU 120, as will be described later.
[0239] In the winning random number value judgment process shown in FIG. 15, the CPU 103 first selects and sets the display result judgment table shown in FIG. 8(A) (003SGS121). After that, based on the start port buffer value and the numerical data indicating the random number value MR1 for special chart display result judgment extracted by 003SGS109 in FIG. 14, it is judged whether or not it is within a predetermined jackpot judgment range (003SGS122). In the jackpot judgment range, individual judgment values assigned to the special chart display result of "jackpot" in the display result judgment table selected by the process of 003SGS121 are set, and the CPU 103 can judge the presence or absence of a judgment value that matches the random number value MR1 by comparing the random number value MR1 with each judgment value one by one. Alternatively, numerical values indicating the minimum value (lower limit value) and maximum value (upper limit value) of the judgment value included in the jackpot judgment range may be set, and the CPU 103 may compare the random number value MR1 with the minimum value or the maximum value of the jackpot judgment range to judge whether the random number value MR1 is within the jackpot judgment range. In this case, by judging that the random number value MR1 is within the jackpot judgment range, it can be judged that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot".
[0240] If 003SGS122 determines that the value is not within the big win determination range, that is, if it determines that the big win will not occur during variable display (003SGS122;N), it determines whether the start port buffer value is 1 (003SGS123). If the start port buffer value is 2 (003SGS123;N), it further determines whether the numerical data indicating the random number value MR1 for determining the special chart display result extracted by 003SGS109 in Fig. 14 is within a predetermined small win determination range (003SGS124).
[0241] If the start port buffer value in 003SGS123 is 1 (003SGS123; Y) or if the random number value MR1 in 1003SGS124 is not within the small win determination range (003SGS124; N), the sending of a pattern designation command corresponding to a miss is set and the random number value determination process at the time of winning is terminated (003SGS125).
[0242] Also, if the random number value MR1 is within the small win determination range in 003SGS124 (003SGS124; Y), the small win type determination table shown in Fig. 8 (D) is selected (003SGS126), and it is determined whether the value of the random number value MR2 for winning type determination extracted in 003SGS109 in Fig. 14 is within the small win A determination range (003SGS127). If the value of the random number value MR2 is within the small win A determination range (003SGS127; Y), the sending setting of the symbol designation command corresponding to the 4-round big win and the time reduction number of 7 times is performed, and the winning random number value determination process is terminated (003SGS128).
[0243] Also, if the value of the random number MR2 is not within the judgment range of small win A, it is further judged whether the value of the random number MR2 is within the judgment range of small win B (003SGS129). If the value of the random number MR2 is within the judgment range of small win B (003SGS127; Y), the sending setting of the symbol designation command corresponding to the 4-round jackpot and the time reduction number of 99 times is performed, and the random number judgment process at the time of winning is terminated (003SGS130).
[0244] Also, if the value of the random number MR2 is not within the judgment range of the small win B, it is further judged whether the value of the random number MR2 is within the judgment range of the small win C (003SGS131). If the value of the random number MR2 is within the judgment range of the small win C (003SGS131; Y), the sending setting of the symbol designation command corresponding to the 10-round jackpot and the time reduction number of 7 times is performed, and the random number judgment process at the time of winning is terminated (003SGS132).
[0245] Also, if the value of the random number value MR2 is not within the judgment range of the small win C, the sending setting of a pattern designation command corresponding to a 10-round jackpot and 99 times of time reduction is performed, and the random number value judgment process at the time of winning is terminated (003SGS133).
[0246] Then, if the value of the random number value MR1 is within the judgment range of the jackpot (003SGS122; Y), the jackpot type judgment table shown in FIG. 8(B) and FIG. 8(C) is selected (003SGS134). In addition, in the step of 003SGS134, if the start port buffer value is 1, the jackpot type judgment table (for the first special symbol) shown in FIG. 8(B) is selected, and if the start port buffer value is 2, the jackpot type judgment table (for the second special symbol) shown in FIG. 8(C) is selected. Then, it is judged whether the value of the random number value MR2 for the jackpot type judgment extracted by 003SGS109 in FIG. 14 is within the judgment range of the jackpot A (003SGS135).
[0247] If the value of the random number value MR2 is within the judgment range of a jackpot A (003SGS135;Y), the sending setting of a pattern designation command corresponding to a 4-round jackpot and 1 time of time reduction is made, and the random number value judgment process at the time of winning is terminated (003SGS136), and if the value of the random number value MR2 is within the judgment range of a jackpot A (003SGS135;N), the sending setting of a pattern designation command corresponding to a 10-round jackpot and 99 times of time reduction is made, and the random number value judgment process at the time of winning is terminated (003SGS137).
[0248] The command set for transmission is transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0249] (Special pattern normal processing) Fig. 16 is a flow chart showing an example of the process executed in S110 of Fig. 13 as the normal special symbol process. In the normal special symbol process shown in Fig. 16, the CPU 103 first judges whether the second special symbol reserved memory number is "0" or not (step 003SGS161). The second special symbol reserved memory number is the reserved memory number of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the process of step 003SGS161, it is sufficient to read out the second reserved memory number count value stored in the game control counter setting unit and judge whether the read value is "0" or not.
[0250] When the second special chart reserved memory number is other than "0" in step 003SGS161 (step 003SGS161; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the winning type, and the random number value MR3 for determining the variation pattern are read out as reserved data stored in the second special chart reserved memory unit corresponding to the reserved number "1" (step 003SGS162). The numerical data read out at this time may be temporarily stored, for example, in a random number buffer for variation.
[0251] Following the processing of step 003SGS162, the second special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the second special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the second special chart reserved memory section is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in the entries lower than the reserved number "1" in the second special chart reserved memory section (for example, the entries corresponding to reserved numbers "2" to "4") are shifted to the upper level by one entry (step 003SGS163).
[0252] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (step 003SGS164), and then the process proceeds to step 003SGS169a.
[0253] On the other hand, when the second special symbol reserved memory number is "0" in step 003SGS161 (step 003SGS161; Y), it is determined whether the first special symbol reserved memory number is "0" (step 003SGS165). The first special symbol reserved memory number is the reserved memory number of the special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the process of step 003SGS165, the game control counter setting unit reads the first reserved memory number count value stored in the first reserved memory number counter, and determines whether the read value is "0". In this way, the process of step 003SGS165 is executed when it is determined in step 003SGS161 that the second special symbol reserved memory number is "0", and it is determined whether the first special symbol reserved memory number is "0". As a result, the special symbol game using the second special symbol is started in priority to the special symbol game using the first special symbol.
[0254] In addition, the special game using the second special symbol is not limited to being executed with priority over the special game using the first special symbol, and for example, the special game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, a table may be provided that stores data that can specify the order in which the start winning occurs, and it may be possible to determine whether to start the special game using the first special symbol or the second special symbol from the stored data.
[0255] When the first special chart reserved memory number is other than "0" in step 003SGS165 (step 003SGS165; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the winning type, and the random number value MR3 for determining the variation pattern are read out as reserved data stored in the first special chart reserved memory unit corresponding to the reserved number "1" (step 003SGS166). The numerical data read out at this time may be temporarily stored in, for example, a random number buffer for variation.
[0256] Following the process of step 003SGS166, the first special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the first special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the first special chart reserved memory section is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in the entries lower than the reserved number "1" in the first special chart reserved memory section (for example, the entries corresponding to reserved numbers "2" to "4") are shifted to the upper level by one entry (step 003SGS167).
[0257] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "1" (step 003SGS168), and then the process proceeds to step 003SGS169.
[0258] In step 003SGS169, the display result determination table shown in FIG. 8 is selected and set as a table to be used to determine whether the special pattern display result, which is the variable display result of the special pattern, is a "jackpot" or a "miss". Next, the numerical data indicating the random number value MR1 for determining the special pattern display result stored in the variable random number buffer is compared with the determination value assigned to each special pattern display result of "jackpot", "small hit" and "miss" to determine whether the special pattern display result is a "jackpot", "small hit" or "miss". In addition, in this step 003SGS170, if the random number value MR1 for determining the special pattern display result falls within the range of 1020 to 1079 or 13320 to 13586, it is determined to be a "jackpot", and if it does not fall within the range, the variable display special pattern designation buffer value is determined. If the variable display special chart designation buffer value is 1, it is judged as a "miss", and if the variable display special chart designation buffer value is 2, it is judged whether the random number value MR1 for determining the special chart display result falls within the range of 3276 to 42129. If it falls within the range, it is judged as a "small hit", and if it does not fall within the range, it is judged as a "miss".
[0259] When it is determined in step 003SGS170 that it is a "jackpot" (step 003SGS170; Y), the jackpot flag is set to an ON state (step 003SGS172). At this time, one of the jackpot type determination tables shown in FIG. 8(B) and FIG. 8(C) is selected and set as a table to be used for determining the jackpot type as one of a plurality of types (step 003SGS173). For example, when the variable display special symbol designation buffer value is 1, the first special symbol jackpot type determination table shown in FIG. 8(B) is selected and set, and when the variable display special symbol designation buffer value is 2, the second special symbol jackpot type determination table shown in FIG. 8(C) is selected and set. By referring to the jackpot type determination table thus set, the jackpot type is determined to be one of several types depending on whether the numerical data indicating the random number value MR2 for jackpot type determination stored in the variable random number buffer matches with any of the determination values assigned to each of the jackpot types "Jackpot A" and "Jackpot B" in the jackpot type determination table (step 003SGS174).
[0260] By determining the jackpot type in the process of step 003SGS174, the game state after the end of the jackpot game state is controlled to a time-saving state, and the maximum variable display number controlled to the time-saving state is determined in advance. In response to the jackpot type thus determined, for example, a jackpot type buffer value, which is a storage value of a jackpot type buffer provided in the game control buffer setting unit, is set (step 003SGS175), and the determined jackpot type is stored. As an example, if the jackpot type is "jackpot A", the jackpot type buffer value may be set to "0", and if the jackpot type is "jackpot B", the jackpot type buffer value may be set to "1". After the process of step 003SGS175, the process proceeds to step 003SGS176.
[0261] Also, if it is not a "big hit" in step 003SGS170 (step 003SGS170; N), it is further judged whether it is a "small hit" or not (step 003SGS171). If it is not a "small hit" (step 003SGS171; N), proceed to step 003SGS176, and if it is a "small hit" (step 003SGS171; Y), the small hit flag is turned on (step 003SGS171a). At this time, the small hit type judgment table shown in Figure 8 (D) is selected and set as the table to be used for determining the small hit type as one of multiple types (step 003SGS171b). By referring to the small hit type determination table thus set, the system determines which of multiple types the small hit type will be, depending on whether the numerical data indicating the random number value MR2 for hit type determination stored in the variable random number buffer matches with any of the determination values assigned to each of the small hit types "small hit A," "small hit B," "small hit C," and "small hit D" in the small hit type determination table (step 003SGS171c).
[0262] By determining the small hit type in the process of step 003SGS171c, the big hit game state controlled by the game ball passing through the second count switch 24 during a small hit game is determined in advance. In response to the small hit type thus determined, for example, a small hit type buffer value, which is a storage value of a small hit type buffer provided in the game control buffer setting unit, is set (step 003SGS171d), and the determined small hit type is stored. As an example, if the small hit type is "small hit A", the small hit type buffer value is set to "0", if the small hit type is "small hit B", the small hit type buffer value is set to "1", if the small hit type is "small hit C", the small hit type buffer value is set to "2", and if the small hit type is "small hit D", the small hit type buffer value is set to "3". After the process of step 003SGS17d, the process proceeds to step 003SGS176.
[0263] In step 003SGS176, the CPU 103 sets a fixed special symbol in response to the pre-determined result of whether or not to control to a big win game state or a small win game state (whether or not the big win flag or the small win flag is turned on), and the determined result of the big win type in the big win game state or the small win type in the small win game state. As an example, in response to the pre-determined result of the special symbol display result being "miss", a special symbol showing the symbol "-" which is a miss symbol is set as the fixed special symbol. Also, if the special symbol display result is determined to be "big win" in step 003SGS170, if the big win type in step 003SGS174 is "big win A", a special symbol showing the number "1" is set as the fixed special symbol. Also, if the big win type is "big win B", a special symbol showing the number "2" is set as the fixed special symbol. Also, when the special symbol display result is determined to be a "small win" in step 003SGS171, if the small win type is "small win A", the special symbol showing the number "3" is set as the determined special symbol. Also, if the small win type is "small win B", the special symbol showing the number "4" is set as the determined special symbol. Also, if the small win type is "small win C", the special symbol showing the number "5" is set as the determined special symbol. Also, if the small win type is "small win D", the special symbol showing the number "6" is set as the determined special symbol. Note that these determined special symbols are only examples, and other determined special symbols may be set, or multiple types of symbols may be set as determined special symbols.
[0264] After the confirmed special symbol is set in step 003SGS176, the value of the special symbol process flag is updated to "1", which is the value corresponding to the variable pattern setting process (step 003SGS177), and then the normal special symbol processing is terminated.
[0265] If the number of reserved memories for the special symbol game using the first special symbol is "0" in step 003SGS165 (step 003SGS165; Y), a predetermined demo display setting is performed (step 003SGS178), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (demo screen display) by displaying a predetermined performance image on the image display device 5, for example, has been transmitted from the main board 11 to the performance control board 12. At this time, if the customer waiting demo designation command has already been transmitted, the demo display setting is terminated as is. On the other hand, if it has not been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.
[0266] (Variation pattern setting process) Fig. 17 is a flow chart showing an example of the process executed in S111 of Fig. 13 as the variation pattern setting process. In the variation pattern setting process, the CPU 103 first selects one of the variation pattern determination tables shown in Fig. 6 and Fig. 7 according to the end of which big win game, the number of variable display times, the variable display result, the game state, etc. (003SGS161). Then, the variation pattern is determined using the value of the random number value MR3 for variation pattern determination extracted in 033SGS109 of Fig. 14 and the selected variation pattern determination table (003SGS162).
[0267] Next, the CPU 103 performs settings to start the variation of the special symbols so as to start either a special symbol game using the first special symbol in the first special symbol display device 4A or a special symbol game using the second special symbol in the second special symbol display device 4B according to the variable special symbol designation buffer value. As an example, if the variable special symbol designation buffer value is "1", settings are performed to send a drive signal to update the display of the first special symbol in the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is "2", settings are performed to send a drive signal to update the display of the second special symbol in the second special symbol display device 4B (003SGS163).
[0268] Following the processing of 003SGS163, settings are made to transmit various commands for when the special symbol starts to fluctuate (003SGS164). For example, when the fluctuating special symbol designation buffer value is "1", the CPU103 stores setting data indicating the storage address (first address) in the ROM101 of the first fluctuating start command table prepared in advance in a buffer area designated by a transmission command pointer in a transmission command buffer provided in the game control buffer setting unit 003SG155 in order to sequentially transmit a game state designation command, a first variable display start command, a fluctuating pattern designation command, a variable display result designation command, and a first reserved memory number notification command from the main board 11 to the performance control board 12. On the other hand, when the variable special chart designation buffer value is "2", the CPU 103 stores the setting data indicating the storage address in the ROM 101 of the second variable start command table prepared in advance in the buffer area designated by the transmission command pointer in the transmission command buffer provided in the game control buffer setting unit 003SG155 in order to sequentially transmit the game state designation command, the second variable display start command, the variable pattern designation command, the variable display result designation command, and the second reserved memory number notification command from the main board 11 to the performance control board 12. Note that the various commands for which the transmission setting has been performed are transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0269] After executing the process of 003SGS164, a special symbol variable display time is set, which is the variable display time of the special symbol according to the result of the determination of the variation pattern (003SGS165). The special symbol variable display time, which is the variable display time of the special symbol, is the time required from the start of the variable display of the special symbol in the special symbol game to the fixed special symbol, which is the variable display result (special symbol display result), being stopped and displayed. After that, the value of the special symbol process flag is updated to "2", which is the value corresponding to the special symbol variation process (003SGS166), and the variation pattern setting process is terminated.
[0270] The command set for transmission is transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0271] (Special pattern stop processing) Fig. 18 is a flow chart showing an example of the process executed in S113 of Fig. 13 as the special symbol stop process. In the normal special symbol process, the CPU 103 first judges whether or not the symbol determination period timer, which indicates that the variable display is stopped, is operating (033SGS201). If the symbol determination period timer is not operating (033SGS201;N), the stopped symbol of the special symbol is derived and displayed (033SGS202), and the transmission setting of the symbol determination command is performed (033SGS203), and it is judged whether or not the big win flag is set (003SGS204).
[0272] If the jackpot flag is set (003SGS204; Y), the jackpot type and game status are specified and the specified jackpot type and game status are stored (003SGS204a), and if the time-saving flag is set, the time-saving flag is cleared (003SGS205). Furthermore, depending on the jackpot type, the sending setting of the jackpot start 1 designation command or the jackpot start designation command and the sending setting of the game status designation command indicating the normal state are performed (003SGS207, 003SGS208), and the pattern determination period timer according to the selected variation pattern is set (003SGS209). For example, if a variable display is performed in a variation pattern corresponding to the first special pattern and a jackpot is obtained, the pattern determination period timer corresponding to 0.5 seconds is set as the pattern determination period, and if a variable display is performed in a variation pattern corresponding to the second special pattern and a jackpot is obtained, the pattern determination period timer corresponding to 20 seconds is set as the pattern determination period.
[0273] Furthermore, the CPU 103 performs transmission setting of a symbol determination command according to the set value of the symbol determination period timer (003SGS209a), and ends the special symbol stop process.
[0274] On the other hand, if the big win flag is not set (003SGS204;N), it is further judged whether the small win flag is set (003SGS210). If the small win flag is set (003SGS210;Y), it sets the transmission of one of the hit start 3 designation command, hit start 4 designation command, hit start 5 designation command, and hit start 6 designation command according to the type of small win (003SGS211), and judges whether the time-saving flag is set (003SGS212).
[0275] If the time-saving flag is set (003SGS212;Y), the value of the total time-saving counter, which indicates the total number of time-saving times for the first special symbol and the second special symbol, is decremented by 1 (003SGS213). Then, it is determined whether the variable special symbol designation buffer value is 1 (003SGS214). If the variable special symbol designation buffer value is 1 (003SGS214;Y), the process proceeds to 003SGS216. If the variable special symbol designation buffer value is 2 (003SGS214;N), the value of the second special symbol time-saving counter, which indicates the number of time-saving times for the second special symbol, is decremented by 1 (003SGS215), and the process proceeds to 003SGS216.
[0276] In 003SGS216, the CPU 103 judges whether the value of the total time-saving counter or the second special time-saving counter is 0. If the value of the total time-saving counter or the second special time-saving counter is 0 (003SGS216; Y), the time-saving flag is cleared (003SGS217), and the values of the total time-saving counter and the second special time-saving counter are cleared (003SGS217a), and the process proceeds to 003SGS218. On the other hand, if the time-saving flag is not set (003SGS212; N), or if the values of the total time-saving counter and the second special time-saving counter are not 0 (003SGS216; N), the process proceeds to 003SGS218.
[0277] In 003SGS218, CPU103 sets a symbol determination period timer according to a small win. For example, in 003SGS218, if the variable display is executed in the variable pattern PC3-2 of Super Reach γ, the symbol determination period timer is set according to 0.5 seconds as the symbol determination period, and if the variable display is executed in the variable pattern PC3-3 or PC3-4 of Super Reach δ or Super Reach ε, the symbol determination period timer is set according to 20 seconds as the symbol determination period.
[0278] In addition, the transmission settings for the game state designation command and the second special symbol time-saving count notification command according to the state of the time-saving flag are performed (003SGS219), and the special symbol stop processing is terminated by executing the processing of 003SGS209a.
[0279] Also, if the small win flag is not set (003SGS210), the CPU 103 judges whether or not the time-saving flag is set (003SGS220). If the time-saving flag is set (003SGS220; Y), the value of the total time-saving count counter is decremented by 1 (003SGS221). Then, it judges whether or not the variable special chart designation buffer value is 1 (003SGS222). If the variable special chart designation buffer value is 1 (003SGS222; Y), it proceeds to 003SGS224, and if the variable special chart designation buffer value is 2 (003SGS222; N), it decrements the value of the second special chart time-saving count counter by 1 (003SGS223) and proceeds to 003SGS224.
[0280] In 003SGS224, the CPU 103 judges whether the value of the total time-saving counter or the second special time-saving counter is 0. If the value of the total time-saving counter or the second special time-saving counter is 0 (003SGS224; Y), the time-saving flag is cleared (003SGS225), the values of the total time-saving counter and the second special time-saving counter are cleared (003SGS226), and the process proceeds to 003SGS227. On the other hand, if the time-saving flag is not set (003SGS220; N), or if the values of the total time-saving counter and the second special time-saving counter are not 0 (003SGS224; N), the process proceeds to 003SGS227.
[0281] In 003SGS 227, the CPU 103 sets a symbol determination period timer corresponding to a loss. For example, in 003SGS 227, a symbol determination period timer corresponding to 0.5 seconds may be set as the symbol determination period.
[0282] In addition, the transmission settings for the game state designation command and the second special symbol time-saving count notification command according to the state of the time-saving flag are performed (003SGS228), and the special symbol stop processing is terminated by executing the processing of 003SGS209a.
[0283] Then, if the symbol determination period timer is operating (003SGS201;Y), the CPU 103 decrements the value of the symbol determination period timer by 1 (003SGS231) as shown in Fig. 19, and judges whether the symbol determination period timer has timed out after decrementing the value by 1 (003SGS232). If the symbol determination period timer has not timed out (003SGS232;N), the special symbol stop process is terminated, and if the symbol determination period timer has timed out (003SGS232;Y), it judges whether the stopped symbol is a losing symbol (003SGS233).
[0284] If the stopped symbol is a losing symbol (003SGS233;Y), the value of the special symbol process flag is set to a value corresponding to the normal special symbol processing, and the special symbol stopping processing is terminated (003SGS324), and if the stopped symbol is not a losing symbol (003SGS233;N), it is further determined whether the stopped symbol is a winning symbol (003SGS235). If the stopped symbol is a winning symbol (003SGS235;Y), a winning display time timer corresponding to the winning type is set (003SGS236), a winning start command transmission setting corresponding to the winning type is performed (003SGS237), the value of the special symbol process flag is set to a value corresponding to the winning pre-opening processing (003SGS238), and the special symbol stopping processing is terminated.
[0285] Also, if the stopped symbol is a small win symbol (003SGS235;N), a big win display time timer according to the type of small win is set (003SGS239), a win start designation command transmission setting according to the type of small win is performed (003SGS240), the value of the special symbol process flag is set to a value according to the small win release pre-processing (003SGS241), and the special symbol stop processing is terminated.
[0286] (Pre-opening process for small hits) FIG. 20 is a flow chart showing an example of the process executed in 118 of FIG. 13 as the small win opening pre-processing. In the small win opening pre-processing, the CPU 103 first decrements the small win display time timer by 1 (003SGS261), and judges whether the small win display time timer has timed out (003SGS262). If the small win display time timer has not timed out (003SGS262;N), the small win opening pre-processing is terminated, whereas if the small win display time timer has timed out (003SGS262;Y), a value corresponding to a predetermined period is set in the opening time timer for opening the large prize opening (003SGS263). Then, the value of the special symbol process flag is updated to "9" which is a value corresponding to the small win opening process (S119) (003SGS264), and the small win opening pre-processing is terminated.
[0287] (Small hit open processing) Figure 21 is a flow chart showing an example of the process executed in S119 of Figure 13 as the small win opening process. In the small win opening process, the CPU 103 first decrements the value of the opening time timer by 1 (003SGS271). Then, the CPU 103 determines whether the opening time timer has timed out (003SGS272).
[0288] If the opening timer has timed out (003SGS272; Y), the process proceeds to 003SGS285. If the opening timer has not timed out (003SGS272; N), the process judges whether it is time to open the large prize opening (003SGS273). If it is time to open the large prize opening, the CPU 103 controls the large prize opening to an open state by driving the solenoid 003SG083 for the large prize opening door 003SG711 (003SGS274). Then, the process sets the sending of a command to specify that the large prize opening is open according to the round (003SGS275), and the process proceeds to 003SGS276. The command to specify that the large prize opening is open, which has been set for sending in 003SGS275, is sent to the performance control board 12 by the command control process described above. If it is not the timing for the large prize opening to be opened (003SGS273;N), the process proceeds to 003SGS276 without passing through 003SGS274 and 003SGS275.
[0289] In 003SGS276, the CPU 103 judges whether it is the timing to close the large prize opening (003SGS276). If it is the timing to close the large prize opening (003SGS276; Y), the CPU 103 controls the large prize opening to a closed state by driving the solenoid 003SG083 for the large prize opening door 003SG711 (003SGS277). Then, the CPU 103 sets the transmission of the command after the large prize opening is opened according to the round (003SGS278), and proceeds to 003SGS279. The command during the large prize opening that is set for transmission in 003SGS278 is transmitted to the performance control board 12 by the command control process described above. If it is not the timing to close the large prize opening (003SGS276; N), the CPU 103 proceeds to 003SGS279 without passing through 003SGS277 and 003SGS278.
[0290] In 003SGS279, the CPU 103 judges whether the third count switch 003SG024B is turned on (003SGS279). If the third count switch 003SG024B is not turned on (003SGS279; N), the small win open process is terminated. If the third count switch 003SG024B is turned on (003SGS279; Y), the CPU 103 judges whether the V winning flag indicating that the third count switch 003SG024B has already been turned on, that is, that the game ball has passed the third count switch 003SG024B, is set (003SGS280). If the V winning flag is set (003SGS280; Y), the small win open process is terminated. If the V winning flag is not set (003SGS280; N), the V winning flag is set (003SGS281).
[0291] Then, the CPU 103 sets up the transmission of a V winning notification command to the performance control board 12 (003SGS282). The V winning notification command is transmitted to the performance control board 12 in the command control process (S27) described above. If the large prize opening is open, the CPU 103 drives the solenoid 003SG083 for the large prize opening door 003SG711 to control the large prize opening to a closed state (003SGS283) and clears the opening time timer (003SGS284).
[0292] Then, in 003SGS285, the CPU 103 updates the value of the special symbol process flag to "10" (003SGS285), which is a value corresponding to the small win end processing (S120), and ends the small win open processing.
[0293] (Small hit end processing) FIG. 22 is a flow chart showing an example of the process executed in S120 of FIG. 13 as the small win end process. In the small win end process, the CPU 103 judges whether the small win end display timer is operating (003SGS301). If the small win end display timer is not operating (003SGS301;N), the small win flag is cleared (003SGS302) and a win end designation command corresponding to the small win is set to the performance control board 12 (003SGS303). The win end designation command is sent to the performance control board 12 in the command control process (S17) described above. Then, the small win end display timer is set to a value corresponding to the small win end display time (003SGS304), and the small win end process is terminated.
[0294] On the other hand, if the small win end display timer is operating (003SGS301; Y), the value of the small win end display timer is decremented by 1 (003SGS305). Then, it is determined whether the small win end display time has elapsed, that is, whether the small win end display timer has timed out (003SGS306). If the small win end display time has not elapsed (003SGS306; N), the CPU 103 determines whether the third count switch 003SG024B has been turned on (003SGS307). If the third count switch 003SG024B is not on (003SGS307;N), the small win end process is terminated, and if the third count switch 003SG024B is on (003SGS307;Y), it is determined whether or not the V winning flag, which indicates that the third count switch 003SG024B has already been turned on, that is, that the game ball has passed the third count switch 003SG024B, is set (003SGS308). If the V winning flag is set (003SGS308;Y), the small win end process is terminated, and if the V winning flag is not set (003SGS308;N), the V winning flag is set (003SGS309).
[0295] Then, the CPU 103 sets the transmission of the V winning notification command to the performance control board 12 (003SGS310) and ends the small winning end processing. The V winning notification command is transmitted to the performance control board 12 in the command control processing (S17) described above.
[0296] Also, when the small win end display time has elapsed in 003SGS306 (003SGS306; Y), CPI103 judges whether the V win flag is set or not (003SGS311). If the V win flag is set (003SGS311; Y), CPU103 clears the V win flag and sets the big win flag (003SGS312, 003SGS313). Then, CPU103 determines the big win type from "Big Win C" to "Big Win F" based on the small win type in which the V win occurred (003SGS314). As shown in FIG. 8(E), if the small hit type where the V entry occurs is "small hit A", the big hit type is determined to be "big hit C", if the small hit type where the V entry occurs is "small hit B", the big hit type is determined to be "big hit D", if the small hit type where the V entry occurs is "small hit C", the big hit type is determined to be "big hit E", if the small hit type where the V entry occurs is "small hit D", the big hit type is determined to be "big hit F". In response to the big hit type thus determined, for example, a big hit type buffer value, which is a storage value of the big hit type buffer provided in the game control buffer setting unit 003SG155, is set (003SGS315), and the determined big hit type is stored and the process proceeds to 003SGS316.
[0297] After executing 003SGS315, the CPU 103 updates the value of the special symbol process flag to "4" (003SGS316), which is a value corresponding to the pre-big win release process (S114), and ends the small win end process.
[0298] In other words, in this characteristic section 003SG, the game ball passes through the third count switch 003SG024B not only during the small win game but also during the period until the small win end display time has elapsed after the small win game ends. Therefore, even if a game ball enters the large win opening just before the small win game ends, the game ball will pass through the third count switch 003SG024B, and the large win game will be executed after the small win end processing is completed.
[0299] If the V winning flag is not set in 003SGS311 (003SGS311;N), the CPU 103 clears the time-saving flag (003SGS317) and clears the values of the total time-saving counter and the second special symbol time-saving counter (003SGS318). In other words, the game state is controlled from the time-saving state to the normal state. Then, the transmission setting of the game state designation command indicating the normal state is performed (003SGS319), the value of the special symbol process flag is updated to "0" which corresponds to the special symbol normal process (S110) (003SGS317), and the small win end process is ended.
[0300] (Jackpot end processing) FIG. 23 is a flowchart showing an example of the processing executed in S117 of FIG. 13 as the jackpot end processing.
[0301] In the jackpot end process, the CPU 103 judges whether the jackpot end display timer is operating, that is, whether the timer is counting (003SGS321). If the jackpot end display timer is not operating (003SGS321;N), the jackpot end display timer is set to a value equivalent to the display time corresponding to the time for which the jackpot end display is performed on the image display device 5 (jackpot end display time) (003SGS322), and the process is terminated.
[0302] On the other hand, if the jackpot end display timer is operating (003SGS321; Y), the value of the jackpot end display timer is decremented by 1 (003SGS323). Then, the CPU 103 checks whether the value of the jackpot end display timer is 0, that is, whether the jackpot end display time has elapsed (003SGS324). If it has not elapsed, the process ends.
[0303] If the jackpot end display time has elapsed (003SGS324; Y), the CPU 103 judges whether the stored jackpot type is jackpot A or not (003SGS325). If the jackpot type is jackpot A (003SGS325; Y), it judges whether the game state in which the jackpot was won is a normal state (003SGS325a). If the game state in which the jackpot was won is a normal state (003SGS325a; Y), it sets the second special chart time-saving count counter to "1" and sets the total time-saving count counter to "5" (003SGS326, 003SGS327), and proceeds to 003SGS333. If the game state in which the jackpot was won is a time-saving state (003SGS325a; N), it proceeds to 003SGS331.
[0304] On the other hand, if the jackpot type is not jackpot A (003SGS325;N), it is determined whether the jackpot type is jackpot B, D, or F (003SGS328). If the jackpot type is jackpot B, D, or F (003SGS328;Y), the second special chart time-saving counter is set to "99" and the total time-saving counter is set to "103" (003SGS329, 003SGS330), and the process proceeds to 003SGS339.
[0305] Furthermore, if the jackpot type is not jackpot B, D, or F (003SGS328;N), the jackpot type is determined to be jackpot C or jackpot E, and the process proceeds to 003SGS331. In 003SGS331, the CPU 103 sets the second special time-saving counter to "7" and the total time-saving counter to "11" (003SGS332, 003SGS333), and proceeds to 003SGS333.
[0306] In 003SGS333, the CPU 103 performs transmission setting of a game state designation command according to the jackpot type of the executed jackpot game. In addition, in 003SGS333, the CPU 103 executes transmission setting of the second game state designation command if the jackpot type of the executed jackpot game is jackpot A, the third game state designation command if the jackpot type of the executed jackpot game is jackpot B, the fourth game state designation command if the jackpot type of the executed jackpot game is jackpot C, the fifth game state designation command if the jackpot type of the executed jackpot game is jackpot D, the sixth game state designation command if the jackpot type of the executed jackpot game is jackpot E, and the sixth game state designation command 7 if the jackpot type of the executed jackpot game is jackpot F. In addition, the game state designation command set for transmission in 003SGS333 is transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0307] After executing the process of 003SGS333, the CPU 103 sets the time-saving state variable display count counter to "0" and ends the big win end process (003SGS334).
[0308] In other words, in this embodiment, as shown in FIG. 25, if the jackpot A is a jackpot won in the normal state, the time-saving state after the jackpot game ends ends when one of the following termination conditions is met: the variable display of the second special pattern is executed once or the variable display of the first special pattern and the second special pattern is executed a total of five times (termination condition 1); the variable display of the second special pattern is executed once or the variable display of the first special pattern and the second special pattern is executed a total of five times or less (termination condition 2); or the game state is controlled to a small jackpot game state based on the variable display of the second special pattern once or the variable display of the first special pattern and the second special pattern is executed a total of five times or less, and no V winning occurs during the small jackpot game state (termination condition 3).
[0309] In addition, if the jackpot A is a jackpot won during the time-saving state, the time-saving state after the jackpot game ends will end when one of the following termination conditions is met: the second special pattern is displayed seven times or the first special pattern and the second special pattern are displayed a total of 11 times (termination condition 1); the jackpot game state is controlled based on the variable display of the second special pattern within seven times or the variable display of the first special pattern and the second special pattern within a total of 11 times (termination condition 2); the small jackpot game state is controlled based on the variable display of the second special pattern within seven times or the variable display of the first special pattern and the second special pattern within a total of 11 times, and no V winning occurs during the small jackpot game state (termination condition 3).
[0310] In addition, the time-saving state after a jackpot game of either jackpot B, jackpot D, or jackpot F ends when one of the following termination conditions is met: the second special pattern is displayed 99 times or the first special pattern and the second special pattern are displayed a total of 103 times (termination condition 1); the game is controlled to a jackpot game state based on the variable display of the second special pattern within 99 times or the variable display of the first special pattern and the second special pattern within 103 times (termination condition 2); or the game is controlled to a small jackpot game state based on the variable display of the second special pattern within 99 times or the variable display of the first special pattern and the second special pattern within 103 times, and no V winning occurs during the small jackpot game state (termination condition 3).
[0311] In this embodiment, the time-saving state after playing any of the jackpots B, D, and F is shown as ending when the variable display of the second special pattern is executed 99 times or the variable display of the first special pattern and the second special pattern is executed a total of 103 times. However, the present invention is not limited to this. Since the number of variable displays controlled to the time-saving state is large after playing any of the jackpots B, D, and F in this embodiment, the execution of the variable display of the first special pattern to some extent does not cause much disadvantage to the player. Therefore, the time-saving state after playing any of the jackpots B, D, and F may end on the condition that the variable display of the first special pattern and the second special pattern is executed a total of 99 times, regardless of the number of variable displays of the second special pattern. By doing this, the conditions for terminating the time-saving state after playing on any of the jackpot games of jackpot B, jackpot D, or jackpot F can be simplified, thereby reducing the processing load on CPU 103 and the amount of data stored in ROM 101.
[0312] Then, the time-saving state after either jackpot play of jackpot C or jackpot E ends when one of the following termination conditions is met: the second special pattern is displayed seven times or the first special pattern and the second special pattern are displayed a total of 11 times (termination condition 1); the game state is controlled to a jackpot play state based on the variable display of the second special pattern seven times or less or the variable display of the first special pattern and the second special pattern a total of 11 times or less (termination condition 2); or the game state is controlled to a small jackpot play state based on the variable display of the second special pattern seven times or less or the variable display of the first special pattern and the second special pattern a total of 11 times or less, and no V winning occurs during the small jackpot play state (termination condition 3).
[0313] In addition, in this embodiment, as shown in Figure 25, when the time-saving state after the end of each jackpot game is controlled to the small jackpot game state, if the game ball does not pass the second count switch 24 during the small jackpot game state (if a V winning does not occur), the time-saving state ends. However, the present invention is not limited to this, and for the time-saving states of jackpot A, jackpot C, and jackpot E, which have fewer variable display counts controlled to the time-saving state after the end of a jackpot game than after jackpot games of jackpot B, jackpot D, and jackpot F, the time-saving state may continue to be controlled to the time-saving state if the game ball does not pass the second count switch 24 during the small jackpot game state. In this way, in the time-saving state after the big win B, big win D, and big win F, if the variable display result is a small win without the chance-up coin being awarded during the variable display as described below, it is possible to illegally avoid being controlled to a big win (for example, a big win with 4 rounds) game state that is disadvantageous to the player by intentionally not generating a V win. Furthermore, in the time-saving state after the big win A, big win C, and big win E, for example, even if a V win cannot be generated during a small win game due to a game machine trouble such as a game ball not being launched or a ball running out, it is possible to leave the possibility of being controlled to a small win game state again by the variable display in the remaining time-saving state, so that the possibility of the player being disadvantaged can be reduced and a decrease in interest in the game can be suppressed.
[0314] As shown in Fig. 24(A), in the first round of the jackpot game based on the variable display of the first special symbol in the normal state, the jackpot winning hole is controlled from the closed state to the open state after a waiting period of length S1 (for example, 5 seconds) from the start timing of the jackpot game. The jackpot winning hole controlled to the open state is controlled to the closed state again when 29 seconds have passed or 10 game balls have entered the jackpot winning hole, and the first round ends when the jackpot winning hole is controlled from the open state to the closed state.
[0315] On the other hand, as shown in Fig. 24(B), in the first round of the jackpot game based on the variable display of the first special symbol in the time-saving state and in the first round of the jackpot game based on the variable display of the second special symbol regardless of the normal state or the time-saving state, the jackpot winning hole is controlled from the closed state to the open state after a waiting period of S2 (for example, 20 seconds) which is longer than S1 from the start timing of the jackpot game. The jackpot winning hole controlled to the open state is controlled to the closed state again when 29 seconds have passed or 10 game balls have entered the jackpot winning hole, and the first round ends when the jackpot winning hole is controlled from the open state to the closed state.
[0316] In particular, in this embodiment, in a jackpot game based on the variable display of the first special pattern in a time-saving state, during the waiting period for the opening of the length S2, a consecutive win mode entry effect is executed to notify the player that the time-saving state in which the variable display result is more likely to be a small win or a big win than in the normal state is being controlled by mainly executing the variable display of the second special pattern after the jackpot game ends, and in a jackpot game based on the variable display of the second special pattern, during the waiting period for the opening of the length S2, a reward acquisition effect can be executed to notify the player of the number of rounds of the jackpot game, the number of time-saving times that will be granted after the jackpot game ends, and the presence of a reserved memory in the second special pattern reserved memory in which the variable display result is a small win or a big win.
[0317] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 26. When the performance control main process shown in Fig. 26 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0318] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0319] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0320] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0321] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.
[0322] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0323] (Performance control process) Fig. 27 is a flow chart showing an example of the process executed in step S76 of Fig. 26 as the performance control process. In the performance control process shown in Fig. 26, the performance control CPU 120 first executes the reserved display update process (step S161). In the reserved display update process, for example, a process for displaying the reserved display in the first special chart reserved memory display area 5D and the second special chart reserved memory display area 5U is executed according to the first special chart reserved memory number and the second special chart reserved memory number stored in the start winning reception command buffer 003SG194A.
[0324] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0325] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0326] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0327] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0328] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol winning waiting process is terminated. In this embodiment, the special symbol winning waiting process is also a process for executing a level notification performance during the pattern determination period when the variable display result in the variable display of the second special symbol is a big win or a small win.
[0329] The small win performance processing in step S174 is a processing executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.
[0330] The small win end performance processing in step S175 is a processing executed when the performance process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.
[0331] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win game state, and executes various performance controls in the big win game state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win game state is to be ended, the value of the performance process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended. In addition, the big win performance processing in this embodiment is also a processing to execute a consecutive win mode entry performance and a reward acquisition performance during the period from the start of the first round to the time when the big prize winning port is opened.
[0332] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.
[0333] (Variable display start setting process) Next, the operation of the performance control CPU 120 will be described. Figure 28 is a flow chart showing an example of the variable display start setting process shown in Figure 27. In the variable display start setting process, the performance control CPU 120 first judges whether the first variable display start command reception flag is set, that is, whether the first variable display start command is received (003SGS431). If the first variable display start command reception flag is set (003SGS431; Y), various command data stored in association with the buffer numbers "1-0" to "1-4" of the first special chart reserved memory in the start winning reception command buffer 003SG194A is shifted upward by one buffer number (003SGS432). Note that the contents of the buffer number "1-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0334] Also, if the first variable display start command reception flag is not set (003SGS431;N), it is determined whether the second variable display start command reception flag is set, that is, whether the second variable display start command has been received (003SGS433). If the second variable display start command reception flag is set (003SGS433;Y), the various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special chart reserved memory in the start winning reception command buffer 003SG194A are shifted up by one buffer number (003SGS434). Note that the contents of the buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0335] Moreover, if the second variable display start command reception flag is not set (003SGS433;N), the variable display start setting process ends.
[0336] After executing 003SGS432 or 003SGS434, the performance control CPU 120 reads a variation pattern designation command from the variation pattern designation command storage area (003SGS435), and determines the stopping pattern of the decorative pattern according to the data stored in the display result designation command storage area (003SGS436).
[0337] Furthermore, the performance control CPU 120 judges whether the fluctuation pattern is a Super Reach δ or a Super Reach ε fluctuation pattern (003SGS437). If it is a Super Reach δ or a Super Reach ε fluctuation pattern (003SGS437;Y), chance-up performance determination processing is executed to determine the performance pattern of each chance-up performance executed during the variable display (003SGS438), and the process proceeds to 003SGS439. However, if the fluctuation pattern is a fluctuation pattern other than Super Reach δ or Super Reach ε, the process proceeds to 003SGS439.
[0338] In step 003SGS439, the performance control CPU 120 selects a process table corresponding to each variation pattern, and starts a process timer for process data 1 of the selected process table (003SGS440).
[0339] In addition, in each process table, display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L, 8R, and operation unit control execution data for controlling the operation of the push button 31B and the stick controller 31A are arranged in chronological order in correspondence with each process data n (numbered 1 to N).
[0340] Next, the performance control CPU 120 executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and operation unit (push button 31B, stick controller 31A, etc.)) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (003SGS441). For example, it outputs a command to the display control unit 123 to display an image corresponding to a fluctuation pattern on the image display device 5. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the turning on and off of various lamps. It also outputs a control signal (sound number data) to the sound control board 13 to output sound from the speakers 8L, 8R.
[0341] In addition, in this feature section 003SG, the performance control CPU 120 controls the display of decorative patterns to be variably displayed using a variation pattern that corresponds one-to-one to the variation pattern designation command, but the performance control CPU 120 may also select a variation pattern to be used from multiple types of variation patterns that correspond to the variation pattern designation command.
[0342] Then, the variable display time timer is set to a value corresponding to the variable display time specified by the variable pattern designation command (003SGS442). A predetermined time is also set to the variable display control timer (003SGS443). The predetermined time is, for example, 30 ms, and the performance control CPU 120 writes image data showing the display state of the left, center, and right decorative patterns to the VRAM every time the predetermined time elapses, the display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing the variable display of the decorative patterns. Next, the value of the performance control process flag is updated to a value corresponding to the performance process during variable display (S172), and the variable display start setting process is terminated (003SGS444).
[0343] (Chance up performance decision processing) 29 and 30 are flow charts showing an example of the chance-up effect determination process shown in FIG. 28. In the chance-up effect determination process, the effect control CPU 120 first specifies a variable display result from the variable pattern designation command read in the process of 003SGS435 (003SGS451), and judges whether the specified variable display result is a big win or a small win (003SGS452). If the specified variable display result is a big win or a small win (003SGS452; Y), the number of rounds of the big win game to be executed after the variable display ends (003SGS453) and the number of time-saving times after the big win game are specified (003SGS454). The number of rounds of the big win game and the number of time-saving times after the big win game may be specified, for example, from the pattern designation command stored in the buffer number "2-0" of the start winning time reception command buffer 003SG194A shown in FIG. 10(B).
[0344] Furthermore, the CPU 120 for controlling the presentation identifies the number of reserved memories that will result in a big hit or a small hit from the second special chart reserved memories in the start winning reception command buffer 003SG194A shown in Figure 10 (B) (003SGS455), and determines the level to be announced in the level announcement presentation (003SGS456).
[0345] For example, as shown in FIG. 31, if the number of rounds of the jackpot game executed after the variable display is 4 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 4 rounds, and the number of time-saving times after the jackpot game is 7, the level to be announced in the level announcement performance is set to the level range of 1 to 9 80% of the time, and to the level range of 10 to 49 20% of the time.
[0346] In addition, if the number of rounds of the jackpot game executed after the variable display is 10 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 10 rounds, and the number of time-saving times after the jackpot game is 7, the level to be announced in the level announcement performance is determined to be in the level range of 1 to 9 at a probability of 10%; in the level range of 10 to 49 at a probability of 30%; to be any of the levels of 50 to 89 at a probability of 30%; and to be in the level range of 90 to 99 at a probability of 30%.
[0347] In addition, if the number of rounds of the jackpot game executed after the variable display is 4 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 4 rounds, and the number of time-saving times after the jackpot game is 99 times, then the level range will be determined to be 50 to 89 with a probability of 100%.
[0348] In addition, if the number of rounds of the jackpot game executed after the variable display is 4 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 4 rounds, and the number of time-saving times after the jackpot game is 7, and furthermore there is one or more reserved memories in the second special chart reserved memory that will result in a jackpot or small jackpot, then the level range will be determined to be 50 to 89 with a probability of 100%.
[0349] In addition, if the number of rounds of the jackpot game executed after the variable display is 10 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 10 rounds, and the number of time-saving times after the jackpot game is 99, the level to be announced in the level announcement performance is set to a level range of 50 to 89 50% of the time, and set to a level range of 90 to 99 50% of the time.
[0350] In addition, if the number of rounds of the jackpot game executed after the variable display is 10 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 10 rounds, and the number of time-saving times after the jackpot game is 7, and furthermore there is one or more reserved memories in the second special chart reserved memory that will result in a jackpot or small jackpot, the level to be announced in the level announcement performance is determined to be in the level range of 50 to 89 with a probability of 50% and in the level range of 90 to 99 with a probability of 50%.
[0351] In the processing of 003SGS456, after the level range is determined, the level to be announced in the level announcement performance is randomly determined from the determined level range (for example, if the level range is determined to be 10 to 49 based on the above ratio, one of these 10 to 49 is decided).
[0352] In addition, in this embodiment, as described above, the level to be notified in the level notification performance is exemplified as being randomly determined from within the determined level band, but the present invention is not limited to this. The level to be notified in the level notification performance may be determined in a ratio according to the number of reserved memories in the second special chart reserved memory that will be a big hit or a small hit within the level band after the level band is determined. For example, when the number of reserved memories in the second special chart reserved memory that will be a big hit or a small hit is two or more, a high level within the determined level band may be determined at a higher ratio than when the number of reserved memories in the second special chart reserved memory that will be a big hit or a small hit is one or less. In this way, when a player recognizes the level determination rule, even if a low level is notified in the level notification performance, if the player can determine that the notified level belongs to a higher level in a specific level band, the player can have a sense of expectation for the existence of multiple reserved memories in the second special chart reserved memory that will be a big hit or a small hit, and the interest in the game can be improved.
[0353] Then, if the number of rounds of the jackpot game executed after the variable display is 10 rounds, or the total number of rounds of the small jackpot game executed after the variable display (the number of times the large prize opening is opened in the small jackpot game) and the number of rounds of the jackpot game executed when a V prize is entered in the small jackpot game is 10 rounds, and there are two or more reserved memories in the second special chart reserved memory that will result in a jackpot or small jackpot, the level to be announced in the level announcement performance is determined to be 100 at a rate of 100%.
[0354] In this embodiment, as shown in Figure 31, an example is shown in which the level to be notified in the level notification performance is determined by referring to the second special chart reserved memory, but the present invention is not limited to this, and the level to be notified in the level notification performance may be determined by referring to both the second special chart reserved memory and the first special chart reserved memory.
[0355] Also, the performance control CPU 120 determines a performance pattern of the button vibration performance according to the level (the level to be notified in the level notification performance) determined in 003SGS 456 (003SGS 457). As shown in Fig. 32, the button vibration performance in this embodiment is a performance included in the chance-up performance, and is a performance in which the push button 31B is vibrated at the start of the variable display, and the LED (button lamp 9e) in the push button 31B is illuminated in any one of the colors: white, blue, red, or rainbow.
[0356] As shown in Fig. 35(A), in step 003SGS457, if the level to be notified in the level notification performance is any of 1 to 9, the luminous color of the button lamp 9e is determined to be white at a rate of 70%, blue at a rate of 7%, and red at a rate of 23%. Also, if the level to be notified in the level notification performance is any of 10 to 49, the luminous color of the button lamp 9e is determined to be white at a rate of 65%, blue at a rate of 7%, red at a rate of 23%, and rainbow at a rate of 5%. Also, if the level to be notified in the level notification performance is any of 50 to 89, the luminous color of the button lamp 9e is determined to be white at a rate of 60%, blue at a rate of 7%, red at a rate of 23%, and rainbow at a rate of 10%. Also, if the level to be notified in the level notification performance is any of 90 to 99, the light color of the button lamp 9e is determined to be white at a rate of 55%, blue at a rate of 7%, red at a rate of 23%, and rainbow at a rate of 15%. Also, if the level to be notified in the level notification performance is 100, the light color of the button lamp 9e is determined to be white at a rate of 50%, blue at a rate of 7%, red at a rate of 23%, and rainbow at a rate of 20%. Note that the pattern in which the light color of the button lamp 9e is determined to be white in the level notification performance of this embodiment is a non-execution pattern in which the button vibration motor 33 is not driven, that is, the push button 31B is not vibrated and only emits light.
[0357] Then, the performance control CPU 120 judges whether or not the color of the button lamp 9e has been determined to be other than white in step 003SGS457 (003SGS458). If the color of the button lamp 9e has been determined to be white in step 003SGS457 (003SGS458;N), the process proceeds to 003SGS460. If the color of the button lamp 9e has been determined to be other than white in step 003SGS457 (003SGS458;Y), the process determines the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed according to the level to be notified (003SGS459), and proceeds to 003SGS460.
[0358] For example, as shown in FIG. 38(A), if the level to be notified in the level notification performance is any of 1 to 9, the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed is determined to be white at a rate of 85%, red at a rate of 13%, and gold at a rate of 2%. If the level to be notified in the level notification performance is any of 10 to 49, the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed is determined to be white at a rate of 70%, red at a rate of 25%, gold at a rate of 4%, and rainbow at a rate of 1%. If the level to be notified in the level notification performance is any of 50 to 89, the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed is determined to be white at a rate of 50%, red at a rate of 15%, gold at a rate of 30%, and rainbow at a rate of 5%. In addition, if the level to be notified in the level notification performance is any of 90 to 99, the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed is determined to be white at a rate of 25%, red at a rate of 10%, gold at a rate of 25%, and rainbow at a rate of 40%. In addition, if the level to be notified in the level notification performance is 100, the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed is determined to be red at a rate of 5%, gold at a rate of 15%, and rainbow at a rate of 80%. In addition, the chance-up coin in this embodiment is an image indicating that the chance-up performance is executed in the chance-up pattern, and is also an image suggesting the expectation of the level to be notified in the level notification performance (expected value of increase in the level).
[0359] Next, in 003SGS460, the performance control CPU 120 determines the reach-time voice output performance and performance pattern according to the level (the level to be notified in the level notification performance) determined in 003SGS456 (003SGS460). As shown in Fig. 32, the reach-time voice output performance and performance in this embodiment are performances included in the chance-up performance, and are performances that display and output one of "Reach!", "Chance!", and "Super Hot!" when the decorative pattern is in tenpai (reach).
[0360] As shown in FIG. 35B, in step 003SGS460, if the level to be notified in the level notification performance is any of 1 to 9, the display and audio output of "Reach!" is determined 65% of the time, the display and audio output of "Chance!" is determined 12% of the time, and the display and audio output of "Hot!" is determined 23% of the time. Also, if the level to be notified in the level notification performance is any of 10 to 49, the display and audio output of "Reach!" is determined 60% of the time, the display and audio output of "Chance!" is determined 13% of the time, and the display and audio output of "Hot!" is determined 27% of the time. Also, if the level to be notified in the level notification performance is any of 50 to 89, the display and audio output of "Reach!" is determined 55% of the time, the display and audio output of "Chance!" is determined 14% of the time, and the display and audio output of "Hot!" is determined 31% of the time. Also, if the level to be notified in the level notification performance is any of 90 to 99, there is a 40% chance that the display and audio output of "Reach!" will be decided, a 16% chance that the display and audio output of "Chance!" will be decided, and a 39% chance that the display and audio output of "Hot!" will be decided. Also, if the level to be notified in the level notification performance is 100, there is a 45% chance that the display and audio output of "Reach!" will be decided, a 16% chance that the display and audio output of "Chance!" will be decided, and a 39% chance that the display and audio output of "Hot!" will be decided.
[0361] Then, the performance control CPU 120 judges whether or not a voice output other than "Reach!" has been decided in step 003SGS460 (003SGS461). If a voice output of "Reach!" has been decided in step 003SGS460 (003SGS461;N), the process proceeds to 003SGS463, and if a voice output other than "Reach!" has been decided in step 003SGS460 (003SGS461;Y), the type (display color) of chance up coins to be acquired after execution of the reach-time voice output performance is decided according to the notification level (003SGS462), and the process proceeds to 003SGS463.
[0362] For example, as shown in FIG. 38(B), if the level to be notified in the level notification performance is any one of 1 to 9, the type (display color) of the chance up coin acquired after the reach-time voice output performance is executed is determined to be white at a rate of 98% and red at a rate of 2%. If the level to be notified in the level notification performance is any one of 10 to 49, the type (display color) of the chance up coin acquired after the reach-time voice output performance is executed is determined to be white at a rate of 79%, red at a rate of 20%, and gold at a rate of 1%. If the level to be notified in the level notification performance is any one of 50 to 89, the type (display color) of the chance up coin acquired after the reach-time voice output performance is executed is determined to be white at a rate of 69%, red at a rate of 10%, gold at a rate of 20%, and rainbow at a rate of 1%. Also, if the level to be notified in the level notification performance is any of 90 to 99, the type (display color) of the chance up coin to be acquired after the reach-time voice output performance is executed is determined to be white at a probability of 60%, red at a probability of 5%, gold at a probability of 15%, and rainbow at a probability of 20%. Also, if the level to be notified in the level notification performance is 100, the type (display color) of the chance up coin to be acquired after the reach-time voice output performance is executed is determined to be white at a probability of 30%, red at a probability of 2%, gold at a probability of 8%, and rainbow at a probability of 60%.
[0363] Next, in 003SGS463, the performance control CPU 120 determines the performance pattern of the character display performance according to the level (the level to be notified in the level notification performance) determined in 003SGS456 (003SGS463). As shown in Fig. 32, the character display performance in this embodiment is a performance included in the chance-up performance, and is a performance in which one of the characters ~C is displayed in the background during the introduction part, which is the first half of each of the super reach δ and ε reach performances.
[0364] The introductory part in each reach performance of Super Reach δ and ε is a part in which the display mode of the image displayed on the image display device 5, the light emission pattern of the game effect lamp 9, and the sound output from the speakers 8L and 8R are the same. On the other hand, the development part (details will be described later), which is the latter half of each reach performance of Super Reach δ and ε, is a part in which the display mode of the image displayed on the image display device 5, the light emission pattern of the game effect lamp 9, and the sound output from the speakers 8L and 8R are different.
[0365] As shown in FIG. 35(C), in step 003SGS463, if the level to be notified in the level notification performance is any of 1 to 9, the display of character A is determined at a rate of 60%, the display of character B is determined at a rate of 10%, and the display of character C is determined at a rate of 30%. Also, if the level to be notified in the level notification performance is any of 10 to 49, the display of character A is determined at a rate of 55%, the display of character B is determined at a rate of 11%, and the display of character C is determined at a rate of 34%. Also, if the level to be notified in the level notification performance is any of 50 to 89, the display of character A is determined at a rate of 50%, the display of character B is determined at a rate of 12%, and the display of character C is determined at a rate of 38%. Also, if the level to be notified in the level notification performance is any of 90 to 99, the display of character A is determined at a rate of 45%, the display of character B is determined at a rate of 13%, and the display of character C is determined at a rate of 42%. In addition, if the level to be notified in the level notification performance is 100, there is a 40% probability that character A will be displayed, a 14% probability that character B will be displayed, and a 46% probability that character C will be displayed.
[0366] Then, the performance control CPU 120 judges whether or not it has been decided in step 003SGS463 to display a character other than character A (003SGS464). If it has been decided in step 003SGS463 to display character A (003SGS464;N), the process proceeds to 003SGS466, and if it has been decided in step 003SGS463 to display a character other than character A (003SGS464;Y), the type (display color) of the chance up coin to be acquired after the character display performance is executed is decided according to the level to be notified (003SGS465), and the process proceeds to 003SGS466.
[0367] For example, as shown in FIG. 38(B), if the level to be notified in the level notification performance is any one of 1 to 9, the type (display color) of the chance up coin to be acquired after the character display performance is executed is determined to be white at a rate of 98% and red at a rate of 2%. If the level to be notified in the level notification performance is any one of 10 to 49, the type (display color) of the chance up coin to be acquired after the character display performance is executed is determined to be white at a rate of 79%, red at a rate of 20%, and gold at a rate of 1%. If the level to be notified in the level notification performance is any one of 50 to 89, the type (display color) of the chance up coin to be acquired after the character display performance is executed is determined to be white at a rate of 69%, red at a rate of 10%, gold at a rate of 20%, and rainbow at a rate of 1%. Also, if the level notified in the level notification performance is any of 90 to 99, the type (display color) of the chance up coin acquired after the character display performance is executed is determined to be white 60% of the time, red 5% of the time, gold 15% of the time, and rainbow 20% of the time. Also, if the level notified in the level notification performance is 100, the type (display color) of the chance up coin acquired after the character display performance is executed is determined to be white 30% of the time, red 2% of the time, gold 8% of the time, and rainbow 60% of the time.
[0368] Next, in 003SGS466, the performance control CPU 120 determines the performance pattern of the title performance according to the level determined in 003SGS456 (the level to be notified in the level notification performance) (003SGS466). As shown in Fig. 32, the title performance in this embodiment is a performance included in the chance-up performance, and is a performance in which the reach title displayed in the beginning of the development part, which is the latter half of each reach performance of super reach δ and ε, is displayed in one of the colors white, red, or gold.
[0369] As shown in FIG. 36(A), in step 003SGS466, if the level to be notified in the level notification performance is any of 1 to 9, the display color of the title is determined to be white at a rate of 55%, red at a rate of 40%, and gold at a rate of 5%. If the level to be notified in the level notification performance is any of 10 to 49, the display color of the title is determined to be white at a rate of 50%, red at a rate of 44%, and gold at a rate of 6%. If the level to be notified in the level notification performance is any of 50 to 89, the display color of the title is determined to be white at a rate of 45%, red at a rate of 48%, and gold at a rate of 7%. If the level to be notified in the level notification performance is any of 90 to 99, the display color of the title is determined to be white at a rate of 40%, red at a rate of 52%, and gold at a rate of 8%. Also, if the level to be notified in the level notification performance is 100, the title display color is determined to be white 35% of the time, red 56% of the time, and gold 9% of the time.
[0370] Then, the performance control CPU 120 judges whether or not the title display color has been determined to be other than white in step 003SGS466 (003SGS467). If the title display color has been determined to be white in step 003SGS466 (003SGS467;N), the process proceeds to 003SGS469, and if the title display color has been determined to be other than white in step 003SGS466 (003SGS467;Y), the type (display color) of the chance up coin to be acquired after the title display performance is executed is determined according to the level to be notified (003SGS468), and the process proceeds to 003SGS469.
[0371] For example, as shown in FIG. 38(A), if the level to be notified in the level notification performance is any of 1 to 9, the type (display color) of the chance up coin to be acquired after the title performance is executed is determined to be white at a rate of 85%, red at a rate of 13%, and gold at a rate of 2%. If the level to be notified in the level notification performance is any of 10 to 49, the type (display color) of the chance up coin to be acquired after the title performance is executed is determined to be white at a rate of 70%, red at a rate of 25%, gold at a rate of 4%, and rainbow at a rate of 1%. If the level to be notified in the level notification performance is any of 50 to 89, the type (display color) of the chance up coin to be acquired after the title performance is executed is determined to be white at a rate of 50%, red at a rate of 15%, gold at a rate of 30%, and rainbow at a rate of 5%. Also, if the level notified in the level notification performance is any of 90 to 99, the type (display color) of the Chance Up Coin acquired after the title performance is executed is determined to be white at a rate of 25%, red at a rate of 10%, gold at a rate of 25%, and rainbow at a rate of 40%. Also, if the level notified in the level notification performance is 100, the type (display color) of the Chance Up Coin acquired after the title performance is executed is determined to be red at a rate of 5%, gold at a rate of 15%, and rainbow at a rate of 80%.
[0372] Then, in 003SGS469, the CPU 120 for controlling the performance determines whether the variable display fluctuation pattern is the fluctuation pattern of Super Reach ε by specifying the fluctuation pattern from the fluctuation pattern designation command read in 003SGS435 (003SGS469). If the variable display fluctuation pattern is the fluctuation pattern of Super Reach δ (003SGS469;N), the process proceeds to 003SGS476. If the variable display fluctuation pattern is the fluctuation pattern of Super Reach ε (003SGS469;Y), the performance pattern of the subtitle telop performance is determined according to the level (level to be notified in the level notification performance) determined in 003SGS456 (003SGS470). As shown in FIG. 32, the subtitle telop performance in this embodiment is a performance included in the chance-up performance, and is a performance in which the subtitles displayed during the execution of the development part, which is the latter half of each reach performance of Super Reach δ·ε, are displayed in one of the colors white, red, and gold.
[0373] As shown in FIG. 36(B), in step 003SGS470, if the level to be notified in the level notification performance is any of 1 to 9, the display color of the subtitle telop is determined to be white at a rate of 50%, red at a rate of 44%, and gold at a rate of 6%. If the level to be notified in the level notification performance is any of 10 to 49, the display color of the subtitle telop is determined to be white at a rate of 45%, red at a rate of 48%, and gold at a rate of 7%. If the level to be notified in the level notification performance is any of 50 to 89, the display color of the subtitle telop is determined to be white at a rate of 40%, red at a rate of 52%, and gold at a rate of 8%. If the level to be notified in the level notification performance is any of 90 to 99, the display color of the subtitle telop is determined to be white at a rate of 35%, red at a rate of 56%, and gold at a rate of 9%. In addition, if the level to be notified in the level notification performance is 100, the display color of the subtitle telop is determined to be white 30% of the time, red 60% of the time, and gold 10% of the time.
[0374] Then, the performance control CPU 120 judges whether or not the display color of the subtitle telop has been determined to be other than white in step 003SGS470 (003SGS471). If the display color of the subtitle telop has been determined to be white in step 003SGS470 (003SGS471;N), the process proceeds to 003SGS473, and if the display color of the subtitle telop has been determined to be other than white in step 003SGS470 (003SGS471;Y), the type (display color) of the chance up coin to be acquired after the execution of the subtitle telop performance is determined according to the level to be notified (003SGS472), and the process proceeds to 003SGS473.
[0375] For example, as shown in FIG. 38(A), if the level to be notified in the level notification performance is any of 1 to 9, the type (display color) of the chance up coin acquired after the subtitle telop performance is executed is determined to be white at a rate of 85%, red at a rate of 13%, and gold at a rate of 2%. If the level to be notified in the level notification performance is any of 10 to 49, the type (display color) of the chance up coin acquired after the subtitle telop performance is executed is determined to be white at a rate of 70%, red at a rate of 25%, gold at a rate of 4%, and rainbow at a rate of 1%. If the level to be notified in the level notification performance is any of 50 to 89, the type (display color) of the chance up coin acquired after the subtitle telop performance is executed is determined to be white at a rate of 50%, red at a rate of 15%, gold at a rate of 30%, and rainbow at a rate of 5%. Also, if the level notified in the level notification performance is any of 90 to 99, the type (display color) of the Chance Up Coin acquired after the subtitle telop performance is executed is determined to be white at a rate of 25%, red at a rate of 10%, gold at a rate of 25%, and rainbow at a rate of 40%. Also, if the level notified in the level notification performance is 100, the type (display color) of the Chance Up Coin acquired after the subtitle telop performance is executed is determined to be red at a rate of 5%, gold at a rate of 15%, and rainbow at a rate of 80%.
[0376] In 003SGS473, the performance control CPU 120 determines the performance pattern of the cut-in performance according to the level (the level to be notified in the level notification performance) determined in 003SGS456 (003SGS473). As shown in Fig. 32, the cut-in performance in this embodiment is a performance included in the chance-up performance, and is a performance in which a cut-in image displayed at the end of the development part, which is the latter half of each reach performance of super reach δ and ε, is displayed in one of the colors white, red, or gold.
[0377] As shown in FIG. 36(C), in step 003SGS473, if the level to be notified in the level notification performance is any of 1 to 9, the display color of the cut-in image is determined to be white 45% of the time, blue 7% of the time, and red 48% of the time. If the level to be notified in the level notification performance is any of 10 to 49, the display color of the cut-in image is determined to be white 40% of the time, blue 8% of the time, and red 52% of the time. If the level to be notified in the level notification performance is any of 50 to 89, the display color of the cut-in image is determined to be white 35% of the time, blue 9% of the time, and red 56% of the time. If the level to be notified in the level notification performance is any of 90 to 99, the display color of the subtitle telop is determined to be white 30% of the time, blue 10% of the time, and red 60% of the time. In addition, if the level to be notified in the level notification performance is 100, the display color of the subtitle telop is determined to be white 25% of the time, blue 11% of the time, and red 64% of the time.
[0378] Then, the performance control CPU 120 judges whether or not the display color of the cut-in image has been determined to be other than white in step 003SGS473 (003SGS474). If the display color of the cut-in image has been determined to be white in step 003SGS473 (003SGS474;N), the process proceeds to 003SGS476. If the display color of the cut-in image has been determined to be other than white in step 003SGS473 (003SGS474;Y), the type (display color) of the chance-up coin to be acquired after the cut-in performance is executed is determined according to the level to be notified (003SGS475), and the process proceeds to 003SGS476.
[0379] For example, as shown in FIG. 38(A), if the level to be notified in the level notification performance is any of 1 to 9, the type (display color) of the chance-up coin to be acquired after the cut-in performance is executed is determined to be white at a rate of 85%, red at a rate of 13%, and gold at a rate of 2%. If the level to be notified in the level notification performance is any of 10 to 49, the type (display color) of the chance-up coin to be acquired after the cut-in performance is executed is determined to be white at a rate of 70%, red at a rate of 25%, gold at a rate of 4%, and rainbow at a rate of 1%. If the level to be notified in the level notification performance is any of 50 to 89, the type (display color) of the chance-up coin to be acquired after the cut-in performance is executed is determined to be white at a rate of 50%, red at a rate of 15%, gold at a rate of 30%, and rainbow at a rate of 5%. Also, if the level to be notified in the level notification performance is any of 90 to 99, the type (display color) of the chance up coin to be acquired after the cut-in performance is executed is determined to be white at a rate of 25%, red at a rate of 10%, gold at a rate of 25%, and rainbow at a rate of 40%. Also, if the level to be notified in the level notification performance is 100, the type (display color) of the chance up coin to be acquired after the cut-in performance is executed is determined to be red at a rate of 5%, gold at a rate of 15%, and rainbow at a rate of 80%.
[0380] Then, in step 003SGS4766, the performance control CPU 120 performs execution setting for each determined performance chance-up performance. Also, it performs execution setting (003SGS477) for the level notification performance according to the level determined in 003SGS456 (the level to be notified in the level notification performance), and performs execution setting (003SGS478) for the reward acquisition performance according to the level to be notified, the time-saving state after the big win game, the number of reserved memories in the second special chart reserved memory that will be a big win or a small win, and ends the chance-up performance determination process.
[0381] If the variable display result is a miss in 003SGS452 (003SGS452;N), the performance control CPU 120 determines the performance pattern of the button vibration performance (the light color of the button lamp 9e) in accordance with the fact that the variable display result is a miss (003SGS481). As shown in Fig. 35(A), in the step 003SGS481, the light color of the button lamp 9e is determined to be white 90% of the time, blue 9% of the time, and red 1% of the time.
[0382] In other words, in the button vibration presentation in this embodiment, the push button 31B emitting white light (push button 31B not vibrating) most likely indicates that the variable display result will be a big hit or a small hit, the push button 31B emitting blue light likely indicates that the variable display result will be a big hit or a small hit more than when the push button 31B emits white light, the push button 31B emitting red light likely indicates that the variable display result will be a big hit or a small hit more than when the push button 31B emits blue light, and the push button 31B emitting rainbow colors likely indicates that the variable display result will be a big hit or a small hit more than when the push button 31B emits red light (expected hit probability based on light color in button vibration presentation: rainbow > red > blue > white).
[0383] Then, the performance control CPU 120 judges whether or not the color of the button lamp 9e has been determined to be other than white in step 003SGS481 (003SGS458). If the color of the button lamp 9e has been determined to be white in step 003SGS481 (003SGS458;N), the process proceeds to 003SGS460, and if the color of the button lamp 9e has been determined to be other than white in step 003SGS481 (003SGS458;Y), the type (display color) of the chance-up coin to be acquired after the button vibration performance is executed is determined in accordance with the variable display result being a miss, and the process proceeds to 003SGS484.
[0384] For example, as shown in Figure 38 (A), if the variable display result is a miss, the type (display color) of the chance-up coin acquired after the button vibration effect is executed is determined to be white 34% of the time, red 33% of the time, and gold 33% of the time.
[0385] Next, in 003SGS484, the performance control CPU 120 determines a reach-time voice output performance and a performance pattern in response to the variable display result being a miss (003SGS484).
[0386] As shown in FIG. 35(B), in step 003SGS484, depending on whether the variable display result is a miss, there is a 90% chance that "Reach!" will be displayed and audio output, a 9% chance that "Chance!" will be displayed and audio output, and a 1% chance that "Super Hot!" will be displayed and audio output.
[0387] In other words, in this embodiment, the voice output performance at the time of reach, the voice output and display of "Reach!" indicates with a low probability that the variable display result will be a big hit or a small hit, and the voice output and display of "Super hot!" indicates with a high probability that the variable display result will be a big hit or a small hit (voice output performance at the time of reach, expectation of hit in the performance: voice output and display of "Super hot!" > voice output and display of "Chance!" > voice output and display of "Reach!").
[0388] Then, the performance control CPU 120 judges whether or not a voice output other than "Reach!" has been determined in step 003SGS484 (003SGS485). If a voice output of "Reach!" has been determined in step 003SGS484 (003SGS485;N), the process proceeds to 003SGS487, and if a voice output other than "Reach!" has been determined in step 003SGS484 (003SGS485;Y), the type (display color) of chance-up coins to be acquired after execution of the reach-time voice output performance is determined in accordance with the variable display result being a miss (003SGS486), and the process proceeds to 003SGS487.
[0389] For example, as shown in Fig. 38(B), depending on whether the variable display result is a miss, the type (display color) of the chance-up coin acquired after the reach-time voice output performance is executed is determined to be white at a rate of 34%, red at a rate of 33%, and gold at a rate of 33%. Also, if the level to be notified in the level notification performance is any of 10 to 49, the type (display color) of the chance-up coin acquired after the reach-time voice output performance is executed is determined to be white at a rate of 79%, red at a rate of 20%, and gold at a rate of 1%.
[0390] Next, in step 003SGS487, the performance control CPU 120 determines a performance pattern for the character display performance in response to the variable display result being a miss (003SGS487).
[0391] As shown in Figure 35 (C), in step 003SGS487, if the variable display result is a miss, there is a 90% chance that character A will be displayed, a 9% chance that character B will be displayed, and a 1% chance that character C will be displayed.
[0392] In other words, the character display performance of this embodiment suggests with the lowest probability that the variable display result will be a big hit or a small hit by displaying character A in the background, and suggests with the highest probability that the variable display result will be a big hit or a small hit by displaying character C in the background (expected hit probability for each character displayed in the character display performance: character C display > character B display > character A display).
[0393] Then, the performance control CPU 120 judges whether or not it has decided to display a character other than character A in step 003SGS487 (003SGS488). If it has decided to display character A in step 003SGS487 (003SGS488;N), the process proceeds to 003SGS490, and if it has decided to display a character other than character A in step 003SGS487 (003SGS488;Y), the type (display color) of the chance-up coin to be acquired after the character display performance is executed is decided in accordance with the variable display result being a miss (003SGS489), and the process proceeds to 003SGS490.
[0394] For example, as shown in Figure 38 (B), depending on whether the variable display result is a miss, the type (display color) of the chance-up coin acquired after the character display performance is executed is determined to be white 34% of the time, red 33% of the time, and gold 33% of the time.
[0395] Next, in step 003SGS490, the performance control CPU 120 determines a performance pattern for the title performance in response to the fact that the variable display result is a "should" (003SGS490).
[0396] As shown in FIG. 36(A), in step 003SGS490, depending on whether the variable display result is "should", the display color of the title is determined to be white 90% of the time, red 9% of the time, and gold 1% of the time.
[0397] In other words, in the title display performance of this embodiment, when the title is displayed in white, it indicates with the lowest probability that the variable display result will be a big hit or a small hit, and when the title is displayed in gold, it indicates with the highest probability that the variable display result will be a big hit or a small hit (expected hit probability for each title display color in the title performance: gold > red > white).
[0398] Then, the performance control CPU 120 judges whether or not the title display color has been determined to be other than white in step 003SGS490 (003SGS491). If the title display color has been determined to be white in step 003SGS490 (003SGS491;N), the process proceeds to 003SGS493, and if the title display color has been determined to be other than white in step 003SGS490 (003SGS491;Y), the type (display color) of the chance up coin to be acquired after the title display performance is executed is determined according to the variable display result being "should" (003SGS492), and the process proceeds to 003SGS493.
[0399] For example, as shown in FIG. 38(A), depending on whether the variable display result is a "should" result, the type (display color) of the chance-up coin acquired after the title performance is executed is determined to be white 34% of the time, red 33% of the time, and gold 33% of the time.
[0400] Then, in 003SGS493, the performance control CPU 120 determines whether or not the variable display variation pattern is the Super Reach ε variation pattern (003SGS493) by, for example, specifying the variation pattern from the variation pattern designation command read out in 003SGS435. If the variable display variation pattern is the Super Reach δ variation pattern (003SGS493;N), the process proceeds to 003SGS476, and if the variable display variation pattern is the Super Reach ε variation pattern (003SGS493;Y), the performance pattern for the subtitle telop performance is determined in accordance with the fact that the variable display result is a miss (003SGS494).
[0401] As shown in FIG. 36(B), in step 003SGS494, depending on whether the variable display result is a miss, the display color of the subtitle telop is determined to be white 90% of the time, red 9% of the time, and gold 1% of the time.
[0402] In other words, in the subtitle caption display performance of this embodiment, when the caption is displayed in white, it indicates with the lowest probability that the variable display result will be a big hit or a small hit, and when the caption is displayed in gold, it indicates with the highest probability that the variable display result will be a big hit or a small hit (expected hit probability for each caption display color in the subtitle caption performance: gold > red > white).
[0403] Then, the performance control CPU 120 judges whether or not the display color of the subtitle telop has been determined to be other than white in step 003SGS494 (003SGS495). If the display color of the subtitle telop has been determined to be white in step 003SGS494 (003SGS495;N), the process proceeds to 003SGS497, and if the display color of the subtitle telop has been determined to be other than white in step 003SGS494 (003SGS495;Y), the type (display color) of the Chance Up Coin to be acquired after the execution of the subtitle telop performance is determined in accordance with the variable display result being a miss (003SGS476), and the process proceeds to 003SGS497.
[0404] For example, as shown in FIG. 38(A), depending on whether the variable display result is a miss, the type (display color) of the Chance Up Coin acquired after the subtitle caption performance is executed is determined to be white 34% of the time, red 33% of the time, and gold 33% of the time.
[0405] In 003SGS497, the performance control CPU 120 determines a performance pattern for a cut-in performance in response to the variable display result being a miss (003SGS497).
[0406] As shown in FIG. 36(C), in step 003SGS497, depending on whether the variable display result is a miss, the display color of the cut-in image is determined to be white 90% of the time, blue 9% of the time, and red 1% of the time.
[0407] In other words, the cut-in display performance of this embodiment indicates with the lowest probability that the variable display result will be a big hit or a small hit when the cut-in image is displayed in white, and with the title being displayed in red, indicates with the highest probability that the variable display result will be a big hit or a small hit (expected hit probability for each title display color in the title performance: red > blue > white).
[0408] Then, the performance control CPU 120 judges whether or not the display color of the cut-in image has been determined to be other than white in step 003SGS497 (003SGS498). If the display color of the cut-in image has been determined to be white in step 003SGS497 (003SGS498;N), the process proceeds to 003SGS476. If the display color of the cut-in image has been determined to be other than white in step 003SGS497 (003SGS498;Y), the type (display color) of the chance-up coin to be acquired after the cut-in performance is executed is determined in accordance with the variable display result being a miss (003SGS499), and the process proceeds to 003SGS476.
[0409] For example, as shown in Fig. 38(A), depending on whether the variable display result is a miss, the type (display color) of the chance-up coin acquired after the cut-in effect is executed is determined to be white at a rate of 34%, red at a rate of 33%, and gold at a rate of 33%. After that, steps 003SGS476 to 003SGS478 are executed as described above, and the chance-up effect determination process is terminated.
[0410] As described above, in the variable display in the variation pattern of the super reach δ of this embodiment, as shown in Fig. 33(A), the button vibration effect is executed from the start of the variable display, the voice output effect at the reach time from the time when the decorative pattern is tenpai (reach), the character display effect is executed during the execution of the introductory part which is the first half of the reach effect, and the title effect is executed at the beginning of the development part (development part A) which is the second half of the reach effect. Furthermore, when the variable display result is a big win or a small win, the congratulatory effect is executed until the stop timing of the variable display after the big win is notified as the reach effect, and the level notification effect is executed during the pattern determination period from the stop timing of the variable display to the start timing of the big win game.
[0411] In addition, in the variable display in the variation pattern of the super reach ε of this embodiment, as shown in Fig. 33(B), the button vibration effect is performed from the start of the variable display, the voice output effect at the reach time from the time of the decoration pattern tenpai (reach), the character display effect during the execution of the introduction part which is the first half of the reach effect, the title effect at the beginning of the development part (development part B) which is the second half of the reach effect, the subtitle telop effect during the execution of the development part (development part B) which is the second half of the reach effect, and the cut-in effect at the end of the development part (development part B) which is the second half of the reach effect. Furthermore, when the variable display result is a big win or a small win, a celebration effect is performed until the stop timing of the variable display after the big win is notified as the reach effect, and a level notification effect is performed during the pattern determination period from the stop timing of the variable display to the start timing of the big win game.
[0412] As shown in FIG. 33(C), of these chance-up effects, the button vibration effect and the voice output effect when a hit is reached have an execution period of L1, the character display effect and the title effect have an execution period of L2 which is longer than L1, the cut-in effect has an execution period of L3 which is longer than L2, and the subtitle caption effect has an execution period of L4 which is longer than L3.
[0413] In addition, the button vibration effect, reach-time voice output effect, effect, character display effect, title display effect, subtitle telop effect, and cut-in effect are also effects that output a sound corresponding to each effect from the start timing of each effect. Specifically, as shown in Figs. 34(A) to 33(DE), the button effect, reach-time voice output effect, and effect output a sound corresponding to each effect from the start timing of each effect over a period T1, and the character display effect and title effect output a sound corresponding to each effect over a period T2 shorter than T1 ...
Claims
[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A suggestion effect execution means capable of executing a suggestion effect capable of suggesting an expectation degree controlled to the advantageous state; A special effect execution means for executing a special effect which is advantageous to a player and can suggest a content different from the expectation level controlled to the advantageous state; A sound output means capable of outputting a performance sound; Equipped with The suggestion performance execution means includes: As the suggestion performance, a first suggestion performance and a second suggestion performance having a longer execution period than the first suggestion performance can be executed, Each of the first suggestion performance and the second suggestion performance can be executed in a plurality of performance modes including a first performance mode and a second performance mode having a higher expectation of being controlled to the advantageous state than the first performance mode; The rate at which the second suggestive performance is executed in the second performance mode when controlled to the advantageous state is higher than the rate at which the first suggestive performance is executed in the second performance mode when controlled to the advantageous state, The special effect execution means includes: As the special effects, a first special effect and a second special effect suggesting a content more advantageous than the first special effect can be executed, In one variable display, the second special effect can be executed at different rates depending on whether the suggestion effect is executed in the second effect mode a first number of times or a second number of times that is greater than the first number of times; The sound output means includes: When the first suggestion performance is started, a performance sound corresponding to the first suggestion performance can be output over a first period, When starting the second suggestion performance, a performance sound corresponding to the second suggestion performance can be output for a second period shorter than the first period. A gaming machine characterized by:
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