Gaming Machines
The gaming machine addresses the need for improved product quality by controlling advantageous states for players, incorporating a range of interactive and notification features to enhance player experience.
Patent Information
- Application Number
- JP2021050789
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-24
- Publication Date
- 2025-05-12
- Estimated Expiration
- 2041-03-24
AI Technical Summary
Existing gaming machines lack improved product quality in terms of player advantageous states, with room for enhancement in their functions and configurations.
A gaming machine designed to control advantageous states for players, featuring a movable body, luminous body, operating means, sound output means, and specific performances that notify players of advantageous states, including first and second advantageous states.
The gaming machine enhances player experience by providing improved product quality through controlled advantageous states, increasing player engagement and satisfaction.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Among gaming machines such as pachinko machines and slot machines, there are some that are capable of executing a super reach effect (specific effect) that uses a character to notify whether or not the machine is in a jackpot gaming state, and an effect (post-event effect) in which a pattern is re-drawn after a jackpot has been notified (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-34239 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there was room for improving the marketability of a gaming machine having the functions and configuration of Patent Document 1.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine with improved marketability. [Means for solving the problem]
[0006] (1) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A movable body, A light emitter; An operation means operable by a player; A sound output means; A performance execution means capable of executing a specific performance capable of informing the player that the game is controlled to the advantageous state, an operation performance that prompts the player to operate the operation means in the specific performance, a movable body performance that operates the movable body, and a result notification performance and a post-event performance that are executed after the movable body performance; Equipped with The advantageous state includes a first advantageous state and a second advantageous state that is more advantageous to the player than the first advantageous state, The performance execution means includes: As the specific performance, a first specific performance that displays a specific character, a second specific performance that displays a special character, and a third specific performance that displays neither the specific character nor the special character can be executed; As the post-event performance, a first post-event performance that displays the specific character, a second post-event performance that displays the special character, and a third post-event performance that is a performance mode related to the third specific event and does not display either the specific character or the special character can be executed; After executing the result notification performance in the first specific performance, the first specific performance In Execute the first post-performance, After executing the result notification performance in the second specific performance, the second specific performance In Execute the second post-performance; After executing the result notification performance in the third specific performance, the third specific performance In Execute the third post-performance, As the operation performance, a first operation performance that executes the operation performance in the first specific performance can be executed, As the operation performance, a second operation performance that executes the operation performance in the second specific performance can be executed, As the movable body performance, a first movable body performance that executes the movable body performance in the first specific performance can be executed, As the movable body performance, a second movable body performance that executes the movable body performance in the second specific performance can be executed, As the result notification performance, a first result notification performance that executes the result notification performance in the first specific performance can be executed, As the result notification performance, a second result notification performance that executes the result notification performance in the second specific performance can be executed, It is possible to make the light-emitting body emit light in the post-event performance, the operation performance, the movable body performance, and the result notification performance, The sound output means can output a performance sound in the post-event performance, the operation performance, the movable body performance, and the result notification performance, In the first post-performance, the light-emitting body can be illuminated in a lighting pattern common to the second post-performance, In the third post-performance, it is possible to cause the light-emitting body to emit light in a light-emitting pattern different from that in the first post-performance and the second post-performance, In the first operation performance, the performance sound can be output from the sound output means using a sound output pattern common to the second operation performance, In the first movable body performance, The light-emitting body can be illuminated by a light-emitting pattern common to the second movable body performance, The effect sound can be output from the sound output means using a sound output pattern common to the second movable body effect, In the first result notification performance, it is possible to cause the light-emitting body to emit light in a light-emitting pattern common to the second result notification performance, The proportion of the second advantageous state controlled varies depending on which of the first specific performance, the second specific performance, and the third specific performance is executed. It is characterized by: [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] FIG. 2 is a configuration diagram showing various control boards, etc. [Diagram 3] 13 is a flowchart showing a game control main process. [Figure 4] 13 is a flowchart showing timer interrupt processing for game control. [Diagram 5] 1 is a flowchart showing a special symbol process. [Figure 6] A figure showing an example of determining the special chart display result. [Figure 7] 13 is a flowchart showing a main processing for performance control. [Figure 8] 13 is a flowchart showing a performance control process. [Figure 9-1]13 is a flowchart showing normal processing of special symbols. [Figure 9-2] A diagram showing an example of determining the type of jackpot. [Figure 9-3] 13 is a flowchart showing a variation pattern setting process. [Figure 9-4] FIG. 13 is a diagram showing an example of the configuration of a miss fluctuation pattern. [Figure 9-5] A diagram showing an example of the configuration of a jackpot fluctuation pattern. [Figure 9-6] FIG. 13 is a diagram showing a reference table when a loss occurs. [Figure 9-7] FIG. 13 is a diagram showing a reference table when a loss occurs. [Figure 9-8] A figure showing a reference table at the time of a jackpot. [Figure 9-9] A figure showing a variation pattern type selection table. [Figure 9-10] A figure showing a variation pattern type selection table. [Figure 9-11] A figure showing a variation pattern type selection table. [Figure 9-12] A figure showing a variation pattern type selection table. [Figure 9-13] A figure showing the determination ratio of the fluctuation pattern corresponding to the fluctuation pattern type. [Figure 9-14] A figure showing the determination ratio of the fluctuation pattern corresponding to the fluctuation pattern type. [Figure 9-15] A figure showing the determination ratio of the fluctuation pattern corresponding to the fluctuation pattern type. [Figure 9-16] A figure showing the determination ratio of the fluctuation pattern corresponding to the fluctuation pattern type. [Figure 9-17] A figure showing an example of setting a performance pattern designation command. [Figure 9-18] 13 is a flowchart showing special pattern change processing. [Figure 9-19] A figure showing a special period performance setting table. [Figure 9-20] 13 is a flowchart showing a special symbol stopping process. [Figure 9-21] A diagram showing an example of settings at the start of a jackpot. [Figure 9-22] A flowchart showing the jackpot end processing. [Figure 9-23] A diagram showing an example of settings at the end of a jackpot. [Figure 9-24] A diagram showing an example of settings at the end of a jackpot. [Figure 9-25] A diagram showing an example of settings at the end of a jackpot. [Figure 9-26] A flowchart showing the process of starting the change in the performance pattern. [Figure 9-27] A flowchart showing the processing during change of the performance pattern. [Figure 9-28] FIG. 13 is a diagram illustrating an example of control of a presentation state. [Figure 9-29] FIG. 13 is a diagram illustrating an example of control of a presentation state. [Figure 9-30] A diagram showing an example of variable display control, an example of jackpot control, and an example of presentation control at the time of a jackpot. [Figure 9-31] FIG. 11 is a diagram illustrating an example of variable display control. [Figure 9-32] FIG. 11 is a diagram illustrating an example of variable display control. [Figure 9-33] FIG. 11 is a diagram illustrating an example of variable display control. [Figure 9-34] FIG. 13 is a diagram illustrating an example of control of a presentation state. [Figure 9-35] FIG. 13 is a diagram illustrating an example of control of a presentation state. [Figure 9-36] FIG. 13 is a diagram showing an example of performance execution. [Figure 10] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Figure 11] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Figure 12] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 13] 13 is a flowchart showing an example of a game control main process. [Figure 14] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 15] 13 is a flowchart showing an example of a special symbol process. [Figure 16] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 17] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 18] 13 is a flowchart showing an example of a performance control main process. [Figure 19] 13 is a flowchart showing an example of a performance control process. [Figure 20-1] A front view showing a pachinko gaming machine in characteristic part 069SG. [Figure 20-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine in characteristic part 069SG. [Figure 20-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the contents of various jackpots. [Figure 20-4] An explanatory diagram showing a time-saving count determination table for each transition trigger. [Figure 20-5] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 20-6] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 20-7] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 20-8] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 20-9] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 20-10] 13 is a flowchart showing an example of a game control main process. [Figure 20-11] 13 is a flowchart showing an example of normal special symbol processing. [Figure 20-12] 13 is a flowchart showing an example of normal special symbol processing. [Figure 20-13] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 20-14]13 is a flowchart showing an example of a special symbol stopping process. [Figure 20-15] FIG. 2 is a state transition diagram for explaining state transitions. [Figure 20-16] This is an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 20-17] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 20-18] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 20-19] 13A is an explanatory diagram showing a specific example of a presentation mode related to Battle Rush, and FIG. 13B is an explanatory diagram showing a specific example of a presentation mode related to Yu-Time. [Figure 20-20] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to Extreme Battle Rush. [Figure 20-21] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a variable display count display and a special display count display. [Figure 20-22] This is a time chart showing the timing of execution of the effects when the rescue time reduction is reached after the RAM is cleared. [Figure 20-23] An explanatory diagram showing a specific example of a presentation pattern when rescue time reduction is reached after RAM is cleared. [Figure 20-24] (A) is a time chart showing the execution timing of the effect when the rescue time-saving effect is reached after 900 variable displays after a jackpot, and (B) is a time chart showing a modified example of the time-saving entry effect B. [Figure 20-25] This is an explanatory diagram showing a specific example of the presentation mode when the rescue time reduction is reached after 900 variable displays after a jackpot. [Figure 20-26] An explanatory diagram showing an example of the presentation operation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 20-27] An explanatory diagram showing an example of a presentation operation when the number of reserved memories is 1 or more when the rescue time reduction is reached. [Figure 20-28] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a customer waiting screen. [Figure 20-29]A figure showing an example of a presentation operation regarding a transition to a customer waiting screen as feature part 069SG variant example 1. [Figure 20-30] A figure showing a modified example of the presentation operation regarding the transition to a customer waiting screen as feature part 069SG modified example 1. [Figure 20-31] A flowchart showing timer interrupt processing for game control as variant example 2 of characteristic part 069SG. [Figure 20-32] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 20-33] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 20-34] 13 is a flowchart showing a display process as a modified example 2 of the characteristic part 069SG. [Figure 20-35] A figure showing variation example 3 of characteristic part 069SG. [Figure 20-36] A diagram for explaining the contents of various effects. [Figure 20-37] A figure showing an example of a countdown preview presentation operation. [Figure 20-38] FIG. 13 is a diagram showing an example of a countdown preview presentation. [Figure 20-39] A figure showing an example of the presentation operation for a hold change notice. [Figure 20-40] A figure showing an example of the presentation operation of the pattern chance eye announcement. [Figure 20-41] A figure showing an example of the effect display preview performance. [Figure 20-42] 11A to 11D are diagrams showing a pre-reading notice type determination table. [Figure 20-43] 11A to 11F are diagrams showing a pre-reading preview performance pattern determination table. [Figure 20-44] 13 is a flowchart showing an example of a variable display start setting process. [Figure 20-45] 13 is a flowchart showing an example of a variable display performance process. [Figure 20-46]13A is a diagram showing a reach notice execution determination table, and (B) to (E) are diagrams showing button notice performance pattern determination tables. [Figure 20-47] 11A to 11D are diagrams showing a character preview pattern determination table. [Figure 20-48] 6(A) to 6(D) are diagrams showing movable body motion pattern decision tables. [Figure 20-49] 11A to 11D are diagrams showing a movable object preview pattern determination table. [Figure 20-50] 13(A) to 13(C) are diagrams for explaining various operation examples according to game states. [Figure 20-51] (A) is a timing chart showing the variable display mode of the pattern in the special state and the miss-shortening non-reach fluctuation pattern of the time-saving state A, and (B) is a timing chart showing the variable display mode of the pattern in the miss-shortening non-reach fluctuation pattern of the time-saving state B. [Figure 20-52] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 20-53] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 20-54] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the time-saving state B. [Figure 20-55] This is an example of the SP Reach E and SP Reach D performance. [Figure 20-56] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 20-57] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 20-58] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 20-59] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 20-60] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 20-61] 13A to 13C are timing charts showing examples of control operations when the SP reaches E, C, and D. [Figure 20-62]This is a diagram comparing a super reach and a non-reach miss. [Figure 20-63] 13A to 13C are diagrams showing examples of entry introduction effects, and FIG. 13D is a diagram showing an example of the time-saving entry effect A. [Figure 20-64] 13A to 13C are diagrams showing examples of the operation of the probability bonus entry performance, and FIG. 13B to FIG. 13C are diagrams showing examples of the operation of the time-saving entry performance B. [Figure 20-65] An explanatory diagram showing a specific example of a fluctuation pattern determination table as embodiment 2 in feature part 069SG. [Figure 20-66] A figure showing a part of the variable display start setting process as embodiment 2 in characteristic part 069SG. [Figure 20-67] FIG. 13 is a diagram showing a variable display effect pattern determination table. [Figure 20-68] This is an example of the SP Reach D performance. [Figure 20-69] FIG. 13 is a diagram for explaining characteristics according to game status. [Figure 21-1] In the characteristic part 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing a jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 21-2] (A) and (B) are explanatory diagrams showing the normal pattern winning determination table, (C) is an explanatory diagram of the variable display time of the normal pattern, and (D) is an explanatory diagram of the second start winning port opening time when a normal pattern is won. [Figure 21-3] 13 is an explanatory diagram of a change pattern according to a variable display result. FIG. [Figure 21-4] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 21-5] FIG. 13 is an explanatory diagram of a fluctuation pattern determination table in a normal state. [Figure 21-6] This is an explanatory diagram of a fluctuation pattern determination table in a special probability state. [Figure 21-7] This is an explanatory diagram of a fluctuation pattern determination table in a special probability state. [Figure 21-8] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 21-9]An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 21-10] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 21-11] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 21-12] An explanatory diagram of the probability of winning at the starting winning slot and the winning interval. [Figure 21-13] FIG. 13 is an explanatory diagram of period values α, β, and γ. [Figure 21-14] FIG. 11 is an explanatory diagram of period values α', β', and γ'. [Figure 21-15] FIG. 13 is an explanatory diagram of period values δ, ε, and ζ. [Figure 21-16] FIG. 11 is an explanatory diagram of period values δ', ε', and ζ'. [Figure 21-17] FIG. 13 is an explanatory diagram of period values η, θ, and ι. [Figure 21-18] FIG. 13 is an explanatory diagram of period values η′, θ′, and ι′. [Figure 21-19] FIG. 13 is an explanatory diagram of period values κ, λ, and μ. [Figure 21-20] FIG. 13 is an explanatory diagram of period values κ', λ', and μ'. [Figure 21-21] FIG. 2 is an explanatory diagram of period values v, ξ, and π. [Figure 21-22] FIG. 2 is an explanatory diagram of period values v', ξ', and π'. [Figure 21-23] FIG. 4 is an explanatory diagram of each period value. [Figure 21-24] (A) is an explanatory diagram of the actual shooting values of a pachinko gaming machine for 10 hours, and (B) is an explanatory diagram of the design values of a pachinko gaming machine. [Figure 21-25] FIG. 11 is an explanatory diagram of calculation of an average fluctuation time in a normal state. [Figure 21-26] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state A. [Figure 21-27] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state B. [Figure 21-28] FIG. 13 is an explanatory diagram for calculating the average fluctuation time in a probability variable state. [Figure 21-29]This is an explanatory diagram of the average fluctuation time when the fluctuation of the second special chart is executed in the time-saving state A, the time-saving state B, and the special state. [Figure 21-30] This is an explanatory diagram of the average fluctuation time when 110 fluctuation displays of the second special chart are executed in the time-saving state A, the time-saving state B, and the special state. [Figure 21-31] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state. [Figure 21-32] (A) is an explanatory diagram of the average change time when 110 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state. [Figure 21-33] (A) is an explanatory diagram of the average change time when 110 change displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is one, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is one. [Figure 21-34] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0. [Figure 21-35] FIG. 4 is an explanatory diagram of each period value. [Figure 21-36] FIG. 4 is an explanatory diagram of each period value. [Figure 22-1] 13 is an explanatory diagram showing a specific example of a variation pattern in the characteristic part 018SG. FIG. [Figure 22-2]1A is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a low base state, and FIG. 1B is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a high base state. [Figure 22-3] This figure shows the execution periods of various effects in the jackpot fluctuation patterns of Super Reach α, β, and γ. [Figure 22-4] This figure shows the execution periods of various effects in the failure variation patterns of Super Reach α, β, and γ. [Figure 22-5] (A) is a diagram for explaining the contents of various effects, and (B) is a diagram for explaining character types. [Figure 22-6] (A) is a diagram showing the display mode of characters in SP reach performances A to E, (B) is a diagram showing the lighting patterns of LEDs in SP reach performances A to E, and (C) is a diagram showing the output patterns of background music and sound effects in SP reach performances A to E. [Figure 22-7] FIG. 1A is a diagram showing an example of each light emission pattern, and FIG. 1B is a diagram showing an example of each sound pattern. [Figure 22-8] This is a tree diagram showing the flow of SP reach performances A to E. [Figure 22-9] A figure showing an example of the presentation operation from the start of the variable display of SP reaches α, β, and γ to the development into the SP reach presentation. [Figure 22-10] A figure showing an example of the presentation operation of SP reach presentation A. [Figure 22-11] A figure showing examples of the presentation operations of SP reach presentations B and C. [Figure 22-12] A diagram showing examples of the presentation operations of SP reach presentations D and E. [Figure 22-13] A figure showing an example of the presentation operation of the win / lose button presentation. [Figure 22-14] A diagram showing an example of a movable body presentation. [Figure 22-15] A figure showing an example of the presentation operation for announcing a jackpot for SP reach presentations A to E. [Figure 22-16] FIG. 13 is a diagram showing an example of the performance operation for notifying the loss of SP reach performances A to E. [Figure 22-17]A figure showing an example of the performance operation of post-performance A. [Figure 22-18] A figure showing an example of the performance operation of post-performance B. [Figure 22-19] A figure showing an example of the performance operation of post-performance B. [Figure 22-20] 13A is a diagram showing an SP reach performance type definition table A, FIG. 13B is a diagram showing an SP reach performance type definition table B, and FIG. 13C is a diagram showing an SP reach performance type definition table C. [Figure 22-21] 13 is a diagram for explaining a data table for lighting the frame LED in a smooth rainbow light emission lighting pattern. FIG. [Figure 22-22] 13 is a diagram for explaining a data table for lighting the frame LED in a flash rainbow light emission pattern. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.
[0009] (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.
[0010] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the game board 2. In the example shown in FIG. 1, they are provided on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable display of special symbols as multiple types of special identification information. The special symbols are also called "special symbols." The variable display of special symbols is also called "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. The special symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-." The special symbols may include a pattern in which all LEDs are turned off.
[0011] The "variable display" of the special pattern means, for example, displaying multiple types of special patterns in a variable manner. For other patterns such as performance patterns, small patterns, and normal patterns, "variable display" also means displaying multiple types of patterns in a variable manner. Performance patterns are also called decorative patterns or ornamental patterns. Variable display is also called variable display, or simply "variation." Variations include updating multiple patterns, scrolling multiple patterns, and deforming, enlarging, and reducing one or more patterns. Variations may include a mode of displaying a pattern in a flashing manner. In the variable display of special patterns and normal patterns, multiple types of special patterns or normal patterns are displayed in a variable manner. In the variable display of performance patterns, multiple types of performance patterns are scrolled or updated, or one or more performance patterns are deformed, enlarged, or reduced. In the variable display of any pattern, a predetermined pattern is displayed as a stop display as a display result at the end. Stop display is also called derived display, or simply derived. The symbol that is finally stopped and displayed in a variable display is also called a final stop symbol or a confirmed symbol. The final stop symbol in a special symbol game is also called a confirmed special symbol. The display result of the variable display includes the display result of the special symbol and is also called a variable display result. The display result of the special symbol is also called a special symbol display result. The execution time of the variable display includes the special symbol change time, which is the change time of the special symbol, and is also called a variable display time.
[0012] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." A special pattern game using the first special pattern is also called the "first special pattern game." A special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays special patterns.
[0013] A normal symbol display 20 is provided at a predetermined position on the game board 2. In the example shown in FIG. 1, it is provided on the left side of the game area. The normal symbol display 20 can perform variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbol is also called "normal symbol". The variable display of the normal symbol is also called "normal symbol game". The normal symbol display 20 is configured using 7-segment LEDs and the like. The normal symbol is represented by a lighting pattern such as numbers indicating "0" to "9" or "-". The normal symbol may include a pattern in which some or all of the multiple LEDs are lit, or a pattern in which all of the multiple LEDs are turned off. The final stop symbol in the normal symbol game is also called a confirmed normal symbol. The display result of the normal symbol is also called a normal symbol display result. The execution time during which the normal symbol is variably displayed in the normal symbol game is also called a normal symbol fluctuation time.
[0014] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 may be configured using any of an LCD (liquid crystal display device), an organic EL (electro luminescence), a projector, and a screen. Alternatively, the image display device 5 may be configured using a mechanism capable of forming any image. The image display device 5 is capable of displaying various types of performance images. Furthermore, the image display device 5 is not limited to performance images, and can display any control-related image such as an inspection image or a setting image.
[0015] For example, on the screen of the image display device 5, the variable display of the performance symbols is performed in synchronization with the first special game and the second special game. The performance symbols are display symbols showing numbers and the like, and are multiple types of decorative identification information different from the special symbols and the normal symbols. On the screen of the image display device 5 shown in FIG. 1, the performance symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" are provided, and the performance symbols are displayed in a vertical scroll display or updated display in synchronization with the first special game or the second special game, for example, to perform the variable display of the performance symbols. The special game and the variable display of the performance symbols that are executed in synchronization are collectively referred to simply as variable display. The synchronization of the variable display may be such that the timing at which the variation of the symbols starts and the timing at which the variation ends and the symbols are finally stopped and displayed are common timing for different types of symbols. The final stop symbol in the variable display of the performance symbols is also referred to as the determined performance symbol, determined decoration symbol, or determined decoration symbol. The variable display of the performance pattern is synchronized with the first special pattern game and the second special pattern game, so the variable display time of the performance pattern is the same as the special pattern change time.
[0016] A display area for displaying a reserved display corresponding to a variable display whose execution is reserved and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The reserved display and the active display are also collectively referred to as a variable display corresponding to the variable display. The display area performing the reserved display is also referred to as a reserved display area. The display area performing the active display is also referred to as an active display area. The number of reserved variable displays is also referred to as the reserved memory number. The reserved memory number corresponding to the first special symbol game is also referred to as the first reserved memory number. The reserved memory number corresponding to the second special symbol game is also referred to as the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also referred to as the total reserved memory number. A first reserved indicator 25A and a second reserved indicator 25B each including a plurality of LEDs are provided above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1. The first reserved indicator 25A displays the first reserved memory number by the number of LEDs that are lit. The second reserved display 25B displays the second reserved memory number by the number of lit LEDs. A regular reserved display 25C composed of multiple LEDs is provided above the regular symbol display 20 shown in FIG. 1. The regular reserved display 25C displays the regular reserved memory number by the number of lit LEDs. The regular reserved memory number is the reserved memory number corresponding to the regular game.
[0017] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first start winning port that is always kept in a constant open state where game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning port, a predetermined number of prize balls, for example, three, are paid out, and a first start condition for executing a first special game can be established. The variable winning ball device 6B forms a second start winning port that can be changed between a closed state and an open state by a normal electric role solenoid 81 shown in FIG. 2 as a normal electric role. The variable winning ball device 6B is provided with, for example, an electric tulip-type role having a pair of movable wings, and when the normal electric role solenoid 81 is in an off state, the movable wings are in a vertical position, so that the second start winning port is in a closed state where game balls cannot enter. When the variable winning ball device 6B is in a closed state, it is also said that the second start winning port is in a closed state. When the normal electric accessory solenoid 81 is in the on state, the movable wing piece of the variable winning ball device 6B is in the tilted position, so that the variable winning ball device 6B is in an open state so that the game ball can enter the second start winning hole. When the variable winning ball device 6B is in the open state, it is also said that the second start winning hole is in an open state. When the game ball enters the second start winning hole, a predetermined number of prize balls, for example, three balls, are paid out, and the second start condition for executing the second special game can be established. Note that the variable winning ball device 6B is not limited to one equipped with an electric tulip-type accessory, as long as it can be changed between a closed state and an open state.
[0018] The entry of a game ball into the first start winning hole formed by the winning ball device 6A is also called the first start winning. The entry of a game ball into the second start winning hole formed by the variable winning ball device 6B is also called the second start winning. The game ball that entered the first start winning hole is detected by the first start hole switch 21A shown in FIG. 2. The game ball that entered the second start winning hole is detected by the second start hole switch 21B shown in FIG. 2. Based on the occurrence of the first start winning, the first reserved memory number can be added and updated, and the first special symbol display device 4A can perform a variable display of a special symbol as a first special symbol game. Based on the occurrence of the second start winning, the second reserved memory number can be added and updated, and the second special symbol display device 4B can perform a variable display of a special symbol as a second special symbol game.
[0019] A general winning opening 10 that is always kept in a constant open state by a predetermined ball receiving member is provided at a predetermined position on the game board 2. In the example shown in Fig. 1, the general winning openings 10 are provided at two locations on the lower left of the game area. When a game ball enters one of the general winning openings 10, a predetermined number of prize balls, for example 10, are paid out.
[0020] In the game area formed by the game board 2, a first path and a second path are provided as flow paths through which game balls flow down. The first path is mainly provided in an area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in an area to the right of the image display device 5 when viewed from the front. The left area of the image display device 5 is also called the left game area or the left game area. The right area of the image display device 5 is also called the right game area or the right game area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area or the arrangement of game nails. Firing a game ball toward the left game area to make it flow down the first path is also called a left hit. Firing a game ball toward the right game area to make it flow down the second path is also called a right hit. The first path is also called a left hit path. The second path is also called a right hit path. The first path and the second path may be configured by different paths, or may be a path having a part in common.
[0021] In response to the operation of a ball operation handle provided on the ball launching device, a game ball is launched from the ball launching device and launched into the game area. When the game ball launched into the game area is guided to the left game area and flows down the first path, it is guided, for example, along the array of game nails, making it impossible or difficult to guide to the second path in the right game area. When the game ball launched into the game area is guided to the right game area and flows down the second path, it is guided, for example, along the array of game nails, making it impossible or difficult to guide to the first path in the left game area.
[0022] The winning ball device 6A is provided on a first path in the left game area, and game balls flowing down the first path can enter. The variable winning ball device 6B is provided on a second path in the right game area, and game balls flowing down the second path can enter. The variable winning ball device 6B may be capable of being entered by game balls flowing down the first path in the left game area. The variable winning ball device 6B may be arranged so that game balls flowing down the second path in the right game area can enter more easily than game balls flowing down the first path in the left game area.
[0023] A passing gate 41 and a special variable winning ball device 50 are provided on the second path in the right game area. The passing gate 41 forms a passing area through which game balls can pass. Game balls that have passed through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. When a game ball has passed through the passing gate 41, the number of normal reserved memories can be added and updated, and variable display of normal symbols by the normal symbol display device 20 can be executed as a normal symbol game.
[0024] The special variable winning ball device 50 forms a large winning port that can be changed between a closed state and an open state by a large winning port solenoid 82 as a special electric device. A guide passage having a passage width in the front-rear direction that allows the game ball to pass is formed in the upper part of the special variable winning ball device 50. This guide path is inclined downward from the right side to the left side, and walls are provided on the front side and the back side, which are both sides of the extended passage. A role entrance that serves as the large winning port is formed in the center of the guide passage. In the special variable winning ball device 50, a movable member 52 that can move in the front-rear direction is provided as a large winning port opening and closing member at a position where the large winning port can be opened and closed. In the special variable winning ball device 50, a fixed member 53 that forms a fixed passage is provided in the part of the guide passage where the large winning port is not formed.
[0025] The movable member 52 is driven by the large prize opening solenoid 82, and can move forward and backward to open and close the role entrance which becomes the large prize opening. In the special variable prize ball device 50, the game ball that enters the inside from the large prize opening is detected by the count switch 23. Inside the special variable prize ball device 50, a V prize area 51 which is a specific area is provided as a prize area through which the game ball can pass. In addition, inside the special variable prize ball device 50, a normal area different from the V prize area 51 is provided. At the top of the V prize area 51, a plate-shaped distribution member which can switch the V prize area 51 between an open state and a closed state is provided as a V prize opening opening and closing member. The distribution member is driven by the specific area solenoid 83, and can move forward and backward to open and close the V prize area 51. When the V prize area 51 is in an open state, the game ball can pass through it, and when it is in a closed state, the game ball cannot pass through it. The gaming ball that passes through the V winning area 51 is detected by the specific area switch 24. The gaming ball that does not pass through the V winning area 51 passes through the normal area. The gaming ball that passes through the V winning area 51 and the gaming ball that does not pass through the V winning area 51 but passes through the normal area are both detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.
[0026] In addition to the above configuration, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls flowing down, and numerous obstacle nails. At the bottom of the game area, an outlet is provided for game balls that do not enter any of the winning holes. Speakers 8L, 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3, and game effect lamps 9 for lighting up the game effects are provided around the periphery of the game area. The game effect lamps 9 are configured to include LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2.
[0027] A ball operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by a player or the like to launch gaming balls toward the playing area by the ball launching device. The ball operation handle is also called an operation knob. At a predetermined position of the gaming machine frame 3 below the playing area, a ball supply tray is provided that holds 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. The ball supply tray is also called the upper tray. Below the upper tray, a prize ball storage tray is provided where prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called the lower tray.
[0028] A stick controller 31A and a push button 31B are provided at a predetermined position of the gaming machine frame 3 below the gaming area. The stick controller 31A can be held by a player and tilted, and is provided with a trigger button that the player can push and pull. An operation on the stick controller 31A is detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. An operation on the push button 31B is detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting an action such as an operation by a player, but other detection means may be used.
[0029] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball-hitting operation handle provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, the normal game is started by the normal symbol display 20. In addition, when the game ball passes through the passing gate 41 during the period when the previous normal game is being executed, the normal game based on the passage cannot be executed immediately, so the normal game based on the passage is reserved up to a predetermined upper limit number, for example, "4". In the normal game, when a specific normal symbol, such as a normal winning symbol, is stopped and displayed as a confirmed normal symbol, the display result of the normal symbol is "normal winning". In contrast, when a normal symbol other than the normal winning symbol, such as a normal losing symbol, is stopped and displayed as a confirmed normal symbol, the display result of the normal symbol is "normal losing". In the case of "normal winning", an opening control is performed to open the variable winning ball device 6B for a predetermined period. At this time, the second starting winning port becomes open.
[0030] When the game ball passes through and enters the first start winning hole formed in the winning ball device 6A, the first special game can be started by the first special pattern display device 4A. When the game ball passes through and enters the second start winning hole formed in the variable winning ball device 6B, the second special game can be started by the second special pattern display device 4B. Note that, during the period when the special pattern game is being executed or during the period when the game ball enters the start winning hole and a start winning occurs, the special pattern game based on the start winning cannot be executed immediately, so the special pattern game based on the start winning is reserved up to a predetermined upper limit number, for example, "4". In the special pattern game, when a specific special pattern such as a jackpot pattern is stopped and displayed as a confirmed special pattern, the display result of the special pattern is "jackpot". In contrast, when a predetermined special pattern, such as a small win pattern, different from a big win pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern is "small win". Also, when a special pattern, such as a miss pattern, different from a big win pattern or a small win pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern is "miss". Furthermore, when a special pattern, such as a time-saving pattern, different from a big win pattern, a small win pattern, or a miss pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern may be "time-saving". The special pattern may not include a time-saving pattern. In other words, the display result of the special pattern may not include "time-saving".
[0031] In the special game, after the display result of the special pattern becomes "jackpot", the game is controlled to a jackpot game state as an advantageous state for the player. In the jackpot game state, the jackpot entry port formed in the special variable winning ball device 50 can be opened in a predetermined manner. The open state at this time continues until the timing of the passage of a predetermined period, such as 29 seconds or 1.8 seconds, or the timing of the number of game balls that have entered the jackpot entry port reaching a predetermined number, whichever comes first. The predetermined period during which the jackpot entry port can be controlled to be in an open state is the upper limit period during which the jackpot entry port can be opened in one round, and is also called the open upper limit period. One cycle during which the jackpot entry port is in an open state in the jackpot game state is called a round or round game. In the jackpot game state, such rounds can be repeatedly executed until a predetermined upper limit number of times is reached, such as 15 times or 2 times. In the jackpot game state, the player can obtain prize balls by entering the game ball into the jackpot entry port. Therefore, the big win gaming state is an advantageous state for the player. The more rounds there are in the big win gaming state, and the longer the upper limit open period, the more advantageous it is for the player.
[0032] When the display result of the special pattern is a "jackpot", it includes multiple jackpot types. For example, the opening mode of the jackpot entry port, such as the number of rounds and the maximum opening period, and the game state after the end of the jackpot game state, such as the normal state, the time-saving state, and the probability change state, are set to multiple different types, and a jackpot type is specified corresponding to each setting. The multiple jackpot types may include some or all of the jackpot types that can get many prize balls, the jackpot types that have few prize balls, or the jackpot types that can hardly get any prize balls, or may include jackpot types with the same amount of prize balls that can be obtained. Controlling to a jackpot game state based on the display result of the special pattern being a "jackpot" is also called a pattern jackpot, a jackpot by a special pattern, a variable display jackpot, or a direct hit jackpot.
[0033] In the special game, after the display result of the special pattern becomes "small hit", the game is controlled to a small hit game state. In the small hit game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening state. For example, in the small hit game state, the large winning opening may be opened in the same opening state as the large winning game state in some large hit types. The large winning opening may be opened in the same opening state by having the same number of openings and opening period. Alternatively, in the small hit game state, the large winning opening may be opened in an opening state different from the large hit game state. As with the large hit type, multiple small hit types may be included even when the display result of the special pattern becomes "small hit". The large hit type and the small hit type are also collectively referred to as the hit type. The operation of opening and closing the large winning opening in the small hit game state is also called the starting operation. In the small win game state, when the special variable winning ball device 50's role entrance, which is the large winning port, is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the conditions for a big win are met and control to the big win game state is possible. Control to the big win game state based on the occurrence of a V win by the game ball passing through the V winning area 51 in the small win game state is also called a big win via a small win.
[0034] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-changing state in accordance with the jackpot type. In addition, in the special pattern game, after the display result of the special pattern becomes "time-saving", the game state is not controlled to the jackpot game state but is controlled to a time-saving state. The time-saving state is a game state in which the second special pattern game by the second special pattern display device 4B is more likely to be executed than in the normal state. A game state in which the second special pattern game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second start winning hole than in the normal state. The control of whether or not the game ball is more likely to pass through the second start winning hole is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include a medium base control. The medium base control is a base control in which the game ball is more likely to pass through the second start winning hole than the low base control, but is less likely to pass through the second start winning hole than the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called the high opening control.
[0035] In the normal state, the medium base state, and the high base state, the time-saving pattern can be displayed as a stop result of the display of the special pattern. However, in the medium base state and the high base state, even if the time-saving pattern is displayed as a stop result of the display of the special pattern, base control based on the time-saving pattern is not performed, and new control to transition to the medium base state or the high base state is not started. In the time-saving state, time-saving control is possible to shorten the average variable display time more than in the normal state. For this reason, the time-saving state is also called the time-saving state.
[0036] The time-saving state is a state in which the efficiency of fluctuation of special symbols, especially the second special symbol, is improved, and therefore it is included in the special states that are advantageous to players, different from the jackpot game state. When the game state is the probability variable state, in addition to the time-saving control, the probability variable control is possible, which makes the probability of the display result being a "jackpot" higher than in the normal state. As a result, the probability variable state is also called a probability variable state. The probability variable state is a state in which the efficiency of fluctuation of special symbols is improved and in which a "jackpot" is likely to occur, and therefore it is included in the special states that are advantageous to players, different from the jackpot game state. The time-saving state and the probability variable state continue until one of the predetermined end conditions, such as the execution of a predetermined number of special symbol games or the control being made to the next jackpot game state, is met first. The end condition is that the predetermined number of special symbol games have been executed, and this is also called the number-cut state. The number-cut time-cut state is also called the number-cut time-cut state. The number-cut probability variable state is also called the number-cut probability variable state.
[0037] The normal game state is a game state that is not included in advantageous states such as a big win game state that is advantageous to the player, predetermined states such as a small win game state, and special states such as a time-saving state and a probability change state. The normal state is a game state in which the probability that the display result in the normal game will be a "normal win" and the probability that the display result in the special game will be a "jackpot" are controlled to be the same as the initial setting state of the pachinko game machine 1. The initial setting state of the pachinko game machine 1 is a control state after the initial setting process is performed without performing a predetermined recovery process after power is turned on, such as when a system reset is performed.
[0038] A state in which the probability variable control is being executed is also called a high probability state, and a state in which the probability variable control is not being executed is also called a low probability state. A state in which the time-saving control is being executed is also called a high base state, and a state in which the time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. A high probability state and a low base state are also called a high probability low base state. Note that the pachinko game machine 1 may not include a probability variable state as a game state.
[0039] After the small win game state ends, there are cases where the game state is controlled to a big win game state based on the occurrence of a V win, and cases where the game state before the small win game state is not changed without the occurrence of a V win. However, when the display result of the special game becomes a "small win" and a predetermined number of special games are executed in the number cut, the control of the time-saving state and the probability change state may end and the normal state may be entered. Note that the pachinko game machine 1 may not include a small win game state as a game state. In other words, the display result of the special pattern may not include a "small win".
[0040] When a time-saving condition based on the number of executions of the variable display is established, the game state may be controlled to the time-saving state. Such a time-saving state is also called a rescue time-saving state. The time-saving condition may be a condition that can be established when, after the power is turned on to the pachinko game machine 1, after a jackpot occurs, or after the display result of the special game becomes "time-saving", control to a new jackpot game state or time-saving state is not performed even if a specific number of variable displays are executed.
[0041] (Progress of the performance, etc.) In the pachinko game machine 1, various effects can be executed in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that liven up the game. These effects include displaying various effect images on the image display device 5, outputting sound effects from the speakers 8L and 8R, turning on the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or a combination of some or all of these, and may be executed using any effect device.
[0042] The effects that can be executed in accordance with the progress of the game include variable display of the effect symbols. In response to the start of the first special symbol game or the second special symbol game, the variable display of the effect symbols is started in the effect symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" provided on the screen of the image display device 5. When the determined special symbol that is the display result in the first special symbol game or the second special symbol game is stopped and displayed, the determined effect symbol that is the display result is stopped and displayed in the variable display of the effect symbols. The determined effect symbol is composed of a combination of three effect symbols corresponding to the effect symbol display areas 5L, 5C, and 5R of "left", "middle", and "right". During the period from the start to the end of the variable display of the effect symbols, the display mode in the variable display of the effect symbols may become a reach mode. The reach mode is a mode in which the effect symbols that have stopped on the screen of the image display device 5 constitute part of a jackpot combination and the variation of the effect symbols that have not yet stopped continues. When the display mode in the variable display of the performance pattern becomes a reach mode, it is also said that a reach has been achieved.
[0043] A reach effect can be executed in response to the variable display of the effect pattern becoming a reach state. The pachinko gaming machine 1 can execute a plurality of types of reach effects so that the rate at which the display result of the variable display becomes a "jackpot" varies when the effect state differs. The rate of a "jackpot" corresponding to the effect state is also called the jackpot reliability or jackpot expectation rate. The reach effects include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach. In addition, the reach effects may include a short reach and a long reach, which has a longer execution time than a short reach, in response to the execution time of the reach effect.
[0044] When the display result of the special game is a "jackpot", a fixed performance pattern that is a predetermined jackpot combination is displayed as a display result of the performance pattern on the screen of the image display device 5. As an example, the same performance pattern, such as a performance pattern showing the number "7", is displayed stopped on a predetermined effective line in the performance pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". 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 performance patterns, such as a performance pattern showing the number "7", may be displayed stopped. In the case of a "non-probability jackpot" that is not controlled to a probability jackpot state after the end of the jackpot game state, even-numbered performance patterns, such as a performance pattern showing the number "6", may be displayed stopped. A "non-probability jackpot" is also called a "normal jackpot". In this case, the odd-numbered performance patterns are also called probability jackpot patterns. The even-numbered performance patterns are also called non-probability jackpot patterns or normal patterns. After a reach state occurs with a non-probability variable pattern, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0045] When the display result of the special game is a "small win", a fixed effect pattern that is a predetermined small win combination is stopped and displayed as a display result of the effect pattern on the screen of the image display device 5. As an example, the same effect pattern, such as an effect pattern showing a number other than "7", may be displayed stopped on a predetermined effective line in the effect pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". A common fixed effect pattern may be displayed stopped when the display result of the special game is a "big win" and when it is a "small win".
[0046] When the display result of the special game is a "miss", the display result may be displayed without a reach state in the variable display of the performance pattern. In this case, the fixed performance pattern of the non-reach combination is displayed as the display result of the performance pattern. The display result in which the fixed performance pattern of the non-reach combination is displayed without a reach state is also called a non-reach miss. When the display result of the special game is a "miss", the variable display of the performance pattern may be displayed in a reach state, and the display result may be displayed after the reach performance is executed. In this case, the display result of the performance pattern may be displayed as a fixed performance pattern of the reach combination that is not a big win combination or a small win combination. The display result in which the fixed performance pattern of the reach combination is displayed after the reach state is also called a reach miss.
[0047] The effects that the pachinko game machine 1 can execute include variable display-compatible displays such as reserved displays and active displays. In addition, for example, a preview effect that predicts the jackpot reliability can be executed during the variable display of the effect pattern. The preview effect may include a variable preview effect that predicts the jackpot reliability corresponding to the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability corresponding to the variable display before execution whose execution is on hold. The look-ahead preview effect may be capable of executing a change effect that changes the display mode of a variable display-compatible display such as reserved displays and active displays to a mode different from normal.
[0048] On the screen of the image display device 5, a pseudo consecutive performance may be executed in which the performance symbols are temporarily stopped during the variable display of the performance symbols, and then the variable display is resumed, so that one variable display appears to be multiple variable displays in a pseudo manner. The pseudo consecutive performance may be set so that the reliability of a big win is higher when the number of times the variable display is resumed after the performance symbols are temporarily stopped is large than when the number of times the number of times is small. In the variable display of the performance symbols, the pseudo consecutive performance may be executed before the reach state is reached, and may be executed after the reach state is reached. In addition, in the variable display of the performance symbols, the pseudo consecutive performance may be executed at multiple timings.
[0049] During control of the jackpot gaming state, a jackpot performance can be executed to notify the jackpot gaming state. The jackpot performance may include a performance to notify the number of rounds and a promotion performance to suggest or notify that the advantage of the jackpot gaming state will improve. During control of the small win gaming state, a small win performance can be executed to notify the small win gaming state. By executing a common performance during control of the jackpot gaming state and during control of the small win gaming state, it may be possible to make it impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a small win gaming state.
[0050] In a non-play state where a special game or the like is not being executed and a game is not in progress, a demonstration effect image can be displayed on the screen of the image display device 5. A demonstration effect image is also called a demo image. Display of a demo image is also called a demo display. An effect by a demo display is also called a customer waiting demo effect.
[0051] (Board configuration) The pachinko game 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, a power supply board 17, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, and a firing control board.
[0052] The main board 11 is a main control board and has a function capable of controlling the progress of the game in the pachinko game machine 1. The progress of the game includes the execution of various games and transitions of game states, such as the execution of a special game accompanied by the management of reserved balls, the execution of a normal game accompanied by the management of reserved balls, a big win game state, a small win game state, a time-saving state, and a probability change state. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0053] The game control microcomputer 100 provided on the main board 11 is, for example, a one-chip microcomputer, and can be configured to include 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. A part or all of the ROM 101, the RAM 102, and the random number circuit 104 may be configured to be externally attached to the game control microcomputer 100, or may be configured to be built into the game control microcomputer 100. The switch circuit 110 takes in detection signals from various switches for game ball detection and transmits them to the game control microcomputer 100. The various switches for game ball detection include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a game ball has passed or entered and a switch has been turned on. The transmission of the detection signal indicates that the game ball has passed or entered. The solenoid circuit 111 can supply a solenoid drive signal from the game control microcomputer 100 to the normal electric role solenoid 81, the big prize opening solenoid 82, and the specific area solenoid 83. The solenoid drive signal may be any signal that turns on each solenoid.
[0054] In the game control microcomputer 100, the ROM 101 is a non-volatile storage device that stores computer programs and data used for game control. The data stored in the ROM 101 includes table data constituting tables used for variation patterns, performance control commands, and various other settings, judgments, and decisions. The RAM 102 is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may be a backup RAM that stores the contents of a part or all of the memory area so that they can be restored within a predetermined period even if the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called a RWM (Read / Write Memory). The work area of the RAM 102 includes a memory area that can store various data used for game control, such as a counter, a timer, a buffer, and a storage area for various other codes and numerical values. The CPU 103 can control the progress of the game in the pachinko game machine 1 by executing a process corresponding to the program stored in the ROM 101. The random number circuit 104 counts updatable numerical data indicating various random number values used when controlling the progress of a game. The random numbers used when controlling the progress of a game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103. The I / O 105 includes an input port to which various signals are input, and an output port to which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of I / O105 may include signals for controlling the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first reserve display device 25A, the second reserve display device 25B, the normal reserve display device 25C, etc., and solenoid drive signals for driving the normal electric gimmick solenoid 81, the large prize opening solenoid 82, the specific area solenoid 83, etc.
[0055] The main board 11 transmits a performance control command according to the progress of the game to the performance control board 12 as part of the operation of controlling the progress of the game by the game control microcomputer 100. The performance control command is a command that specifies or notifies the progress of the game. The performance control command output from the main board 11 is relayed by the relay board 15 and supplied to the performance control board 12. The performance control command may include commands that specify various determination results in the main board 11, such as the display result of the special game, the type of winning, and the variation pattern, commands that specify the game situation, such as the start and end of the variable display, the opening status of the big winning port, the occurrence of a winning, the number of reserved memories, and the game status, and commands that specify the occurrence of an error.
[0056] The performance control board 12 is a sub-control board independent of the main board 11, and has a function of receiving a performance control command and controlling the performance based on the received performance control command. The performances that can be controlled by the performance control board 12 include various performances according to the progress of the game, such as driving the movable body 32, and also various notifications such as error notifications and notifications of power outage recovery. The performance control board 12 includes 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.
[0057] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for controlling the execution of performance together with the display control unit 123. This processing is for implementing the various functions of the performance control board 12, and includes determining the performance to be executed. The performance control CPU 120 uses various data stored in the ROM 121, such as data of various tables, and also uses the RAM 122 as a main memory. The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on a detection signal from the controller sensor unit 35A or the push sensor 35B. The detection signal here is a signal that is output when an operation by a player is detected, and may be a signal that appropriately indicates the content of the operation.
[0058] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and controls the performance mainly related to display based on the performance execution instruction from the performance control CPU 120. The display control unit 123 displays a performance image on the screen of the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5. The display control unit 123 further supplies a sound designation signal to the sound control board 13 and a lamp signal to the lamp control board 14. The sound designation signal designates the sound to be output from the speakers 8L and 8R. The lamp signal designates the lighting state or the extinguishing state of the game effect lamp 9. The supply of the sound designation signal or the lamp signal enables the sound output from the speakers 8L and 8R and the lighting or extinguishing of the game effect lamp 9 in synchronization with the display of the performance image. The display control unit 123 may be capable of supplying a signal for operating the movable body 32 to a motor or a solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A driver board for driving the movable body 32 may be provided separately from the performance control board 12.
[0059] The random number circuit 124 counts numerical data indicating various random numbers used when controlling the execution of various performances in an updatable manner. The random numbers used when controlling the execution of performances are also called performance random numbers. The performance random numbers may be updated by software such as a computer program executed by the performance control CPU 120. The I / O 125 includes, for example, an input port for taking in performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of the I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.
[0060] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, and drives the speakers 8L and 8R based on a sound designation signal from the display control unit 123, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. 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 a lamp signal from the display control unit 123, and turns the game effect lamps 9 on or off in a manner designated by the lamp signal. In this way, the sound output from the speakers 8L and 8R and the turning on and off of the game effect lamps 9 can be controlled based on a signal from the display control unit 123. Note that the control of the sound output and the turning on and off of the lamps, such as the supply of the sound designation signal and the lamp signal, and the control of the movable body 32, such as the supply of a signal to operate the movable body 32, may be performed in part or in whole by the performance control CPU 120. Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in Fig. 2, multiple sub-boards may be provided for different functions, or, unlike the configuration example shown in Fig. 2, one sub-board may be configured to have multiple functions.
[0061] The power supply board 17 can supply power from an AC power source such as AC 100V in an external power source such as a commercial power source 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 AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V). The pachinko game machine 1 can switch between starting and ending the power supply by operating the power switch 91. The switch circuit 110 of the main board 11 takes in 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 putting a control circuit such as the game control microcomputer 100 into an operation stop state, and may 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 the 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, pressing the clear switch 92 provided on the power supply board 17.
[0062] (operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0063] (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 gaming machine 1 is started, the game control microcomputer 100 is started, and the CPU 103 executes a game control main process.
[0064] FIG. 3 is a flow chart showing the game control main process executed by the CPU 103 on the main board 11. When the game control main process shown in FIG. 3 is started, the CPU 103 first sets interrupt prohibition (step S1). As a result, other processes are not executed until interrupt permission is enabled. Next, the built-in device register is set (step S2). In setting the built-in device register, for example, a built-in device register setting table is used to store the built-in device register setting value in a specified built-in device address. The built-in device register may be, for example, a PTC (Programmable Timer Counter) as a timer counter that is a timer circuit, a random number circuit 104, an input port of the I / O 105, a serial communication circuit, an RWM access control circuit, or the like, provided in correspondence with various circuits and electronic components. In addition, the initial setting of a stack pointer and the setting of an interrupt vector may be performed.
[0065] Next, the RWM check process (step S3) is executed to determine whether or not a predetermined recovery condition is satisfied (step S4). The recovery condition can be satisfied when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, backup data is present, and the stored contents in the RAM 102 as the backup RAM are normal. When the power of the pachinko game machine 1 is turned on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, a clear signal in the ON state is input to the game control microcomputer 100. When such a clear signal in the ON state is input, it may be determined in step S4 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102 as the backup RAM for game control. The RWM check process in step S3 includes a checksum calculation process, and the checksum data obtained as a result of the process is compared with the stored data in the checksum buffer, and if the two data match, it is determined that the stored contents in the RAM 102 are normal. In step S4, it is judged whether or not the recovery conditions can be met based on the results of checking or inspecting the presence or absence of backup data and the presence or absence of data errors by the RWM check process in step S3.
[0066] When the recovery condition is met (Step S4; Yes), settings for recovery are made. The settings for recovery include the specification of a backup command transmission table (Step S5) and a backup setting table (Step S6). The backup command transmission table includes table data for transmitting a power failure recovery specification command, which specifies that recovery has been performed using backup data, to the performance control board 12. The backup setting table includes table data used for initial setting of the work area when recovery has been performed using backup data. To specify a table, a value corresponding to the top address of the table stored in ROM 101 is stored in a general-purpose pointer or table pointer. The same applies to other tables.
[0067] When the recovery condition is not satisfied (step S4; No), the initialization setting is performed. The initialization setting includes an RWM initial setting process (step S7), a designation of an initialization command transmission table (step S8), and a designation of an initialization setting table (step S9). The RWM initial setting process includes a process of initializing a work area by storing clear data in a predetermined area in the RAM 102 that serves as a work area. The initialization command transmission table includes table data for transmitting a power-on designation command, which designates that the initial setting has been performed when the power is turned on, to the performance control board 12. The initialization setting table includes table data used for the initial setting of the work area when the initial setting has been performed when the power is turned on. For example, the initialization setting table includes table data for setting the count value of the specific count counter to the specific count initial value. Also, the initialization setting table includes table data for setting the storage value of the specific count command buffer to the specific count command upper limit value. The specific number of times is the number of times the variable display is executed, which becomes the time-saving condition for transitioning the gaming state from the normal state to the time-saving state when a period of time not controlled to a jackpot gaming state or a time-saving state continues.
[0068] Then, a command set process (step S10) and a data set process (step S11) are executed. The command set process includes a process for sending a performance control command to the performance control board 12 by storing command data specified in the command transmission table in a serial communication data register. The data set process includes a process for storing a specified value in an address indicated by the table data, using a data setting table specified by a pointer, and a process for clearing the memory contents of the address indicated by the table data.
[0069] Then, after executing wait processing (step S12), a specific number of times command transmission processing (step S13) is executed. The wait processing waits until a predetermined period of time has elapsed, thereby ensuring that sub-boards such as the performance control board 12 can be started up. The specific number of times command processing is processing for transmitting a performance control command that specifies the count value of the specific number of times counter to the performance control board 12 when the power is turned on. The specific number of times counter is provided at a predetermined address in RAM 102, and it is sufficient that it is capable of counting the remaining number of times until the number of times the variable display is executed reaches a specific number corresponding to the time-saving condition.
[0070] Following the specific number of times command transmission process in step S13, interrupt initial setting (step S14) is performed, the PTC counter output value is set so that a regular timer interrupt occurs at a predetermined time interval, for example, every 4 milliseconds, and then loop processing is started. In this loop processing, interrupt prohibition (step S15), random number update processing for initial value determination (step S16), and interrupt permission (step S17) are repeatedly executed. Thereafter, every time an interrupt request signal is sent from the PTC to the CPU 103, the CPU 103 becomes able to execute timer interrupt processing. This enables the CPU 103 to execute timer interrupt processing at a predetermined time interval, for example, every 4 milliseconds.
[0071] Fig. 4(A) is a flow chart showing an example of a game control timer interrupt process. The CPU 103 can execute the game control timer interrupt process by receiving an interrupt request signal from the PTC and accepting the interrupt request. The game control timer interrupt process shown in Fig. 4(A) includes a power cut process (step S21), a switch process (step S22), a main side error process (step S23), a game random number update process (step S24), a special symbol process process (step S25), a normal symbol process process (step S26), an information output process (step S27), a prize ball process (step S28), and a main side display control process (step S29).
[0072] The power-off process in step S21 includes a process of checking the power-off signal transmitted from the power supply board 17 and judging whether or not a power-off has occurred. When a power-off occurs, a checksum calculation process is executed, and the checksum data is set in the checksum buffer, and then settings for when the power-off occurs, such as prohibiting RWM access, are performed. The switch process in step S22 includes a process of judging whether or not a detection signal has been received from various switches input via the switch circuit 110, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23. The reception result of the detection signal is set in the switch-on buffer. The main-side error process in step S23 includes a process of performing an abnormality diagnosis of the pachinko game machine 1 and making it possible to issue a warning if necessary according to the diagnosis result. The game random number update process in step S24 includes a process of updating at least a part of the game random numbers used on the main board 11 side by software.
[0073] FIG. 4(B) shows an example of a random number for game use. The random number for game use includes a random number MR1 for determining a special symbol, a random number MR2 for selecting a winning symbol, a random number MR3 for determining an initial value of MR2, a random number MR4 for selecting a variation pattern type, a random number MR5 for determining a variation pattern, a random number MR6 for determining a winning normal symbol, and a random number MR7 for determining an initial value of MR6. The random number MR1 for determining a special symbol is used when determining the display result of a special symbol, such as whether or not the display result of a special symbol is a "big win" or whether or not the display result of a special symbol is a "small win". The random number MR2 for selecting a winning symbol is used when selecting a confirmed special symbol from a plurality of special symbols, such as a big win symbol when the display result of a special symbol is a "big win" or a small win symbol when the display result of a special symbol is a "small win". The random number MR3 for determining an initial value of MR2 is used to create an initial value of the random number MR2. The random number MR4 for selecting the type of variation pattern is used to select the type of variation pattern for the special pattern. The random number MR5 for determining the variation pattern is used to determine the variation pattern corresponding to the type of variation pattern. The random number MR6 for determining whether the normal pattern is a hit is used when determining the display result of the normal pattern, that is, whether the display result of the normal pattern is a "normal hit". The random number MR7 for determining the initial value of MR6 is used to create the initial value of the random number MR6. The random number MR3 for determining the initial value of MR2 and the random number MR7 for determining the initial value of MR6 may be updated not only in the game random number update process of step S24 but also in the initial value determination random number update process of step S16 shown in FIG. 3.
[0074] The variation pattern is determined by using the value of the random number MR5 for determining the variation pattern, from among one or more variation patterns included in the variation pattern type selected based on the value of the random number MR4 for selecting the variation pattern type, and the pattern to be used in the current variable display. The variation pattern specifies various variable setting items including the special pattern variation time, which is the execution time of the special pattern game, the state of the variable display of the performance pattern, and the performance content during the variable display of the performance pattern. The special pattern variation time is also the execution time in the variable display of the performance pattern. The state of the variable display of the performance pattern includes the presence or absence of a reach. The performance content during the variable display of the performance pattern includes the type of reach performance. The variation pattern is also called a variable display pattern. The variation pattern type is a group including one or more variation patterns classified in advance based on, for example, the performance state during the variable display of the performance pattern.
[0075] The special symbol process in step S25 shown in FIG. 4(A) includes processes related to the variable display of the special symbol and the game state, such as the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, and the control of the game state. The normal symbol process in step S26 includes processes related to the variable display of the normal symbol and the state control of the second start winning port, such as the management of the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21, and the opening control of the variable winning ball device 6B based on the "normal hit". The information output process in step S27 sets the information output signal. The information output signal is a signal corresponding to information such as big win information, start information, and probability fluctuation information, which is supplied to a hall management computer installed outside the pachinko game machine 1, for example. The big win information indicates the number of big wins, etc. The start information indicates the number of start wins, etc. The probability fluctuation information indicates the number of times the probability variable state has been reached, etc. The prize ball processing in step S28 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to determine whether the switch is on, and updates the prize ball command output counter and the winning information output counter when the switch is on. The prize ball control process selects a process corresponding to the prize ball process code and controls the prize balls based on the detection of the game ball so that they can be paid out. The main side display control process in step S29 includes a display setting for the first special symbol and a display setting for the second special symbol. The display setting for the first special symbol is a setting for controlling the display of the first special symbol in the first special symbol display device 4A so that it can be updated by executing the special symbol control process. The display setting for the second special symbol is a setting for controlling the display of the second special symbol in the second special symbol display device 4B so that it can be updated by executing the special symbol control process.
[0076] FIG. 5(A) is a flow chart showing an example of the process executed in step S25 shown in FIG. 4(A) as the special symbol process. In the special symbol process, the CPU 103 first executes the start winning judgment process (step S101). The start winning judgment process includes a process of detecting the occurrence of the start winning, storing the reserved information in a predetermined area of the RAM 102, and updating the reserved memory number. When the occurrence of the start winning is detected, if the reserved memory number is less than the upper limit value, a random number value used to determine the display result, the winning type, the variation pattern, etc. is extracted. The extracted random number value is stored as the reserved information. In addition, a process of pre-reading and judging the display result and the variation pattern may be executed based on the extracted random number value. After the reserved information is stored and the reserved memory number is updated, a command setting is performed to transmit a performance control command specifying the judgment result such as the occurrence of the start winning, the reserved memory number, and the pre-reading judgment to the performance control board 12. By such a command setting, the performance control command at the time of the start winning is transmitted from the main board 11 to the performance control board 12.
[0077] After executing the start winning judgment process of step S101, the CPU 103 reads out the special symbol process code stored in a predetermined address of the RAM 102 (step S102). The special symbol process code can be updated to any of 00[H] to 0B[H] and is also called the special symbol process code. [H] indicates a hexadecimal number. The CPU 103 selects and executes the process corresponding to the read value of the special symbol process code (step S103). This makes it possible to control the progress of the game regarding the variable display of the special symbol.
[0078] FIG. 5(B) shows an example of a process that can be executed in response to a special pattern process code in the special pattern process process. The special pattern process process includes a normal special pattern process corresponding to a special pattern process code of 00[H], a special pattern change process corresponding to a special pattern process code of 01[H], a special pattern stop process corresponding to a special pattern process code of 02[H], a small win pre-open process corresponding to a special pattern process code of 03[H], a small win open process corresponding to a special pattern process code of 04[H], and a special pattern stop process corresponding to a special pattern process code of 05[H]. It includes a corresponding post-small win opening process, a small win ejection ball waiting process corresponding to a special chart process code of 06[H], a small win end process corresponding to a special chart process code of 07[H], a pre-large prize opening opening process corresponding to a special chart process code of 08[H], a large prize opening opening process corresponding to a special chart process code of 09[H], a post-large prize opening opening process corresponding to a special chart process code of 0A[H], and a large win end process corresponding to a special chart process code of 0B[H].
[0079] The normal special symbol processing includes a process capable of determining whether to start the first special symbol game or the second special symbol game based on the presence or absence of stored reserved information. The normal special symbol processing includes a process capable of determining whether the display result of the special symbol is a "big win" or a "small win", and further, whether to set it to "time reduction", based on the value of the random number MR1 for special symbol determination. The normal special symbol processing includes a process for determining a fixed special symbol to be displayed in a variable display of the special symbol in response to the determination of the display result. The normal special symbol processing includes a process for determining a variable pattern. Thus, in the normal special symbol processing, when the variable display of the special symbol is started, various determinations and determinations (pre-determinations) regarding the variable display are made before the display result is derived and displayed, and the special symbol process code is updated to 01 [H].
[0080] When making various judgments and decisions based on random number values, the CPU 103 reads out and refers to various tables from the ROM 101. The same applies to other judgments and decisions using random number values in the main board 11. Even if random number values are not used, necessary tables may be read out and referred to from the ROM 101 to make various judgments, decisions, settings, etc. In the performance control board 12, it is sufficient to read out and refer to various tables from the ROM 121 to make various judgments, decisions, settings, etc.
[0081] In the normal special symbol processing, a control of special symbol 2 priority consumption may be performed, in which the special symbol game using the second special symbol is executed in priority over the special symbol game using the first special symbol. Alternatively, in the normal special symbol processing, a control of winning order consumption may be performed, in which the start conditions of the special symbol game are established in the winning order corresponding to the order in which the game balls enter the first start winning port and the second start winning port.
[0082] The special pattern change process includes a process of measuring the elapsed time from when the special pattern starts changing on the first special pattern display device 4A or the second special pattern display device 4B, and judging whether or not the special pattern change time corresponding to the change pattern has elapsed. When the special pattern change time has elapsed, a pattern stop time for stopping the display of the confirmed special pattern is set, the count values of various counters are updated, and the special pattern process code is updated to 02 [H]. The special pattern stop process includes a process of measuring the elapsed time from when the special pattern stops changing on the first special pattern display device 4A or the second special pattern display device 4B, and judging whether or not the pattern stop time set in the special pattern change process has elapsed. When the pattern stop time has elapsed, the special pattern process code is updated and various settings are made according to the display result of the variable display. For example, when the display result of the variable display is "big win", the special pattern process code is updated to 08 [H]. When the display result of the variable display is "small win", the special pattern process code is updated to 03 [H]. If the display result of the variable display is "time-saving" or "miss," the special chart process code is cleared and updated to the initial value of 00 [H]. Also, if the display result of the variable display is "jackpot," a setting corresponding to the start of a jackpot gaming state is made. If the display result of the variable display is "small jackpot," a setting corresponding to the start of a small jackpot gaming state is made. If the display result of the variable display is "time-saving," a setting is made to control the gaming state to a time-saving state.
[0083] The small win pre-opening process performs settings to open the large prize opening in the small win game state based on the display result of the variable display being "small win", and updates the special chart process code to 04 [H]. The small win opening process includes a process of measuring the elapsed time since the large prize opening was opened in the small win game state and judging whether the small win opening time has elapsed. When the small win opening time has elapsed, the special chart process code is updated to 05 [H] along with the setting to close the large prize opening. The small win post-opening process performs a winning detection of the large prize opening in the small win game state, and after a predetermined time has elapsed, updates the special chart process code to 06 [H]. The small win discharge ball waiting process includes a process of setting the large prize opening discharge ball error, determining whether the V winning area 51 has passed, and determining whether the discharge of the large prize opening has been completed. When it is determined that the large prize opening has been discharged, the special chart process code is updated to 07 [H] along with the setting before the small prize has ended. The small prize end process includes a process for determining whether or not the V prize area 51 has been passed by the specific area passing flag. When a game ball has passed through the V prize area 51, the specific area passing flag is set to a designated value 01 [H] corresponding to the on state. When the specific area passing flag is on, the special chart process code is updated to 08 [H] along with the start setting of the large prize. When the specific area flag is off, the special chart process code is cleared along with the end setting of the small prize and updated to the initial value 00 [H].
[0084] The pre-opening process of the large prize opening performs settings for controlling the large prize opening to an open state, such as updating the large prize opening counter and settings for the opening of the large prize opening, including the operation settings of the large prize opening, and updates the special chart process code to 09[H]. The process during the opening of the large prize opening measures the elapsed time since the large prize opening was opened in the jackpot game state, detects the winning of the large prize opening, and updates the special chart process code to 0A[H] along with settings for closing the large prize opening when the maximum number of winning balls in the large prize opening is reached or when the opening time for the jackpot has elapsed. The post-opening process of the large prize opening includes a process for determining the end of the time after the large prize opening is opened after setting the large prize opening discharge ball mismatch error, and determining the count value of the large prize opening counter when it is determined that the opening has ended. If the count value of the large prize opening opening counter is less than the maximum number of opening times of the large prize opening, the special chart process code is updated to 08[H] to control so that the next round can be started. When the count value of the large prize opening counter is the maximum large prize opening count, the special chart process code is updated to 0B [H] along with the settings at the end of the opening, including the setting of the jackpot end presentation time. The jackpot end process includes a process to determine whether the jackpot end presentation time has elapsed. When the jackpot end presentation time has elapsed, the special chart process code is cleared and updated to the initial value 00 [H] along with the jackpot end settings, including the game state setting at the end of the jackpot.
[0085] The special pattern normal processing of the special pattern process processing includes a special pattern big win judgment process and a special pattern small win judgment process. The special pattern normal processing may also include a special pattern time-saving judgment process. In these judgment processes, a special pattern judgment value check is performed using the value of the random number MR1 for special pattern judgment read from the special pattern judgment buffer to see which judgment range the value is included in. For example, when the value of the random number MR1 for special pattern judgment is included in the big win judgment range, the special pattern big win judgment process judges that the display result of the special pattern is a "big win". Also, when the value of the random number MR1 for special pattern judgment is included in the small win judgment range, the special pattern small win judgment process judges that the display result of the special pattern is a "small win". When the value of the random number MR1 for special pattern judgment is included in the time-saving judgment range, the special pattern time-saving judgment process may judge that the display result of the special pattern is a "time-saving".
[0086] FIG. 6 shows an example of the determination of the special symbol display result, which is the display result of the special symbol. The start hole winning designation value is set to "1" in the case of the first start winning caused by the game ball entering the first start winning hole, and is set to "2" in the case of the second start winning caused by the game ball entering the second start winning hole. That is, when the start hole winning designation value is "1", the first special symbol game, which is the special symbol game using the first special symbol in the first special symbol display device 4A, is executed. On the other hand, when the start hole winning designation value is "2", the second special symbol game, which is the special symbol game using the second special symbol in the second special symbol display device 4B, is executed. In the special symbol big win judgment process, the special symbol small win judgment process, and the special symbol time-saving judgment process, the MR1 judgment value is set to be compared with the value of the random number MR1 so that the special symbol display result is determined to be either "big win", "small win", "time-saving", or "miss" depending on whether the start-port winning designation value is "1" or "2". The MR1 judgment value assigned to the special symbol display result of "big win" is also called the big win judgment value. The MR1 judgment value assigned to the special symbol display result of "small win" is also called the small win judgment value. The MR1 judgment value assigned to the special symbol display result of "time-saving" is also called the time-saving judgment value. The big win probability according to the setting of the big win judgment value indicates the proportion of big wins due to the special symbol game. The small win probability according to the setting of the small win judgment value indicates the proportion of small wins due to the special symbol game. The time-saving probability according to the setting of the time-saving judgment value indicates the proportion of base control that can be changed by the special symbol game.
[0087] (Main operations of the performance control board 12) Next, there will be explained the main operations of the performance control board 12. In the performance control board 12, when a power supply voltage is supplied from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the performance control main process.
[0088] FIG. 7 is a flow chart showing the main performance control process executed by the performance control CPU 120 in the performance control board 12. When the main performance control process shown in FIG. 7 is started, the performance control CPU 120 first executes an initialization process (step S71). The initialization process includes clearing the RAM 122, setting various initial values, and register settings for the timer circuit mounted on the performance control board 12. At this time, an initial operation control process (step S72) is executed. The initial operation control process includes control for performing initial operations of the movable body 32, such as control for driving the movable body 32 to return it to its initial position and control for performing a predetermined operation check. Then, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to an on state every time a predetermined time, such as 2 milliseconds, elapses based on the register settings for the timer circuit. If the timer interrupt flag is off (step S73; No), step S73 is repeated and standby is performed.
[0089] When the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process (step S75) is executed. The command analysis process includes, for example, reading out 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, and then performing processes such as setting and control corresponding to the read performance control command. 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 has been received or the contents specified by the performance control command can be confirmed by a performance control process process or the like. When the performance control command specifies a game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0090] After executing the command analysis process, the performance control process (step S76) is executed. The performance control process includes control of various performance devices, such as display operation of the performance image on the screen of the image display device 5, sound output operation from the speakers 8L and 8R, lighting operation of decorative illuminants such as the game effect lamp 9 and decorative LEDs, and driving operation of the movable body 32. The control contents of the performance operation using various performance devices are judged, determined, and set based on the performance control command transmitted from the main board 11. Following the performance control process, a performance random number update process (step S77) is executed. In the performance random number update process, at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the process returns to step S73. Before returning to step S73, other processes may be executed.
[0091] Fig. 8(A) is a flow chart showing an example of the processing executed in step S76 shown in Fig. 7 as the performance control process. In the performance control process, the performance control CPU 120 first executes a look-ahead performance setting process (step S151). The look-ahead performance setting process includes, for example, processing such as judgment, decision, and setting regarding the execution of a look-ahead preview performance based on a performance control command at the time of starting winning transmitted from the main board 11. It also includes processing for displaying a reserved display based on the reserved memory number specified from the performance control command.
[0092] After executing the look-ahead performance setting process, the performance control CPU 120 reads out the performance process code stored in a predetermined address of the RAM 122 (step S152). The performance process code can be updated to any of 00[H] to 0A[H] and is also called the performance control process code. The performance control CPU 120 selects and executes the process corresponding to the read value of the performance process code (step S153). This makes it possible to control the execution of the performance, including the variable display of the performance pattern.
[0093] 8(B) shows an example of a process that can be executed in response to a presentation process code in the presentation control process process. The presentation control process process includes, as processes that can be executed in response to a presentation process code, a process for waiting for a variation pattern command corresponding to a presentation process code of 00[H], a process for starting a variation of a presentation pattern corresponding to a presentation process code of 01[H], a process for during a variation of a presentation pattern corresponding to a presentation process code of 02[H], a process for stopping a variation of a presentation pattern corresponding to a presentation process code of 03[H], a process for displaying a small win corresponding to a presentation process code of 04[H], a process for during a small win opening corresponding to a presentation process code of 05[H], a process for ending a small win corresponding to a presentation process code of 06[H], a process for displaying a big win corresponding to a presentation process code of 07[H], a process for during a round corresponding to a presentation process code of 08[H], a process for after a round corresponding to a presentation process code of 09[H], and a process for ending a big win corresponding to a presentation process code of 0A[H].
[0094] The waiting process for receiving a variation pattern command includes a process capable of determining whether or not a variation pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. For example, the presence or absence of reception can be determined by whether or not a variation pattern designation command reception flag set in the command analysis process is on. If it is determined that a variation pattern designation command has been received, the performance process code is updated to 01 [H]. If it is determined that a variation pattern designation command has not been received, control of the demo display is performed. The performance pattern change start process includes a process for controlling so that a variation time performance corresponding to a special game is started. For example, in response to the received variation pattern command, a performance pattern for a variation time performance is selected, and the timing value of a performance process timer that measures the performance execution time is started to be updated, and the performance process code is updated to 02 [H]. The performance pattern change process includes a process for controlling the switching timing of each performance element that constitutes a performance pattern, and a process for determining whether or not the performance execution time has elapsed based on the timing value of the performance process timer. When it is determined that the performance execution time has elapsed, the performance process code is updated to 03 [H]. The performance pattern change stop process includes a process of controlling the end of the performance during the change based on the establishment of the end condition of the performance during the change, such as the elapse of the performance execution time or the reception of a performance pattern determination command, and controlling the performance result corresponding to the determined special pattern to be displayable. Then, the performance process code is updated and various settings are made according to the display result of the variable display. For example, when the display result of the variable display is "big hit", the performance process code is updated to 07 [H]. When the display result of the variable display is "small hit", the performance process code is updated to 04 [H]. When the display result of the variable display is "time reduction" or "miss", the performance process code is cleared and updated to the initial value 00 [H].
[0095] The small win display process includes a setting process for performing a small win fanfare performance when a small win occurs. The small win fanfare performance includes a small win display in which a performance image that notifies the occurrence of a small win is displayed on the screen of the image display device 5, and can be executed until the small win fanfare performance time has elapsed. When the small win fanfare performance time has elapsed, the performance process code is updated to 05 [H] along with the end control of the small win fanfare performance. The small win open processing performs settings for performing a small win open performance in response to the opening of the large winning hole in the small win game state, and updates the performance process code to 06 [H]. The small win end performance processing includes a process for controlling the display of a performance image that notifies the end of the small win game state on the screen of the image display device 5 so that it can be displayed. Also, in the small win game state, when the game ball is detected by the specific area switch 24 and it is determined that a V win has occurred, the execution control of the V win performance that notifies the occurrence of a V win is performed. When a V win occurs during a small win game state, the presentation process code is updated to 07 [H]. When a V win does not occur during a small win game state, the presentation process code is cleared and updated to the initial value 00 [H].
[0096] The big win display process includes a setting process for performing a fanfare effect when a big win occurs. The fanfare effect includes a big win display in which an effect image that notifies the occurrence of a big win is displayed on the screen of the image display device 5, and can be executed until the fanfare effect time has elapsed. When the fanfare effect time has elapsed, the effect process code is updated to 08[H] along with the end control of the fanfare effect. The round processing includes display settings during the round in the big win game state. When the round end condition is established, if it is not the end of the final round, the effect process code is updated to 09[H], and if it is the end of the final round, the effect process code is updated to 0A[H]. The round post processing includes display settings between rounds in the big win game state. Then, when the round start condition is established, the effect process code is updated to 08[H]. The big win end effect includes a process for controlling the display of an effect image that notifies the end of the big win game state on the screen of the image display device 5 so that it can be displayed. After that, when the time to notify the end of the jackpot has elapsed, the presentation process code is cleared and updated to its initial value, 00[H].
[0097] (Variations of the basic explanation) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation in the basic description, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all the technical features shown in the above embodiment, and may have some of the configurations described in the above embodiment so as to solve at least one problem in the prior art. In the above embodiment, when a subordinate concept is described, an invention of a superordinate concept using a homologous or similar matter, or an invention of a superordinate concept using a common property, is included as the present invention, and may have some of the structures and characteristics described in the above embodiment so as to solve at least one problem in the prior art.
[0098] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize based on the occurrence of a winning prize, or it may be an enclosed type game machine that encloses game media and awards points based on the occurrence of a winning prize.
[0099] The display during the variable display of the special symbol may be only one type of symbol, such as a symbol indicating "-", and the variable display may be such that this symbol is repeatedly displayed and turned off. One type of symbol may be displayed during the variable display, and this symbol may not be displayed when the variable display is stopped. For example, the display result may be a non-display state in which the symbol indicating "-" is not displayed and no special symbol is displayed.
[0100] The pachinko game machine 1 may be configured to change the winning probability of a jackpot and the ball payout rate in response to a plurality of set values. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate may be changed by using a different jackpot determination value for each set value. As a specific example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreasing in the order of 6, 5, 4, 3, 2, and 1. In this case, if 6 is set as the set value, the player has the highest advantage, and the advantage decreases stepwise in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, whereas the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured to be able to set one of a plurality of setting values with different degrees of advantage for the player. The setting value set in the pachinko game machine 1 may be notified by transmitting a setting value designation command from the main board 11 to the performance control board 12. During execution of the variable display, a setting suggestion performance that suggests the setting value in the pachinko game machine 1 at a predetermined rate may be executed. The suggestion regarding the setting value of the pachinko game machine 1 is not limited to the suggestion of the setting value in the pachinko game machine 1, and may be, for example, the suggestion of whether the setting value in the pachinko game machine 1 has been changed. The setting suggestion performance may suggest the probability of a jackpot by any performance, and may also be able to suggest the setting value of the pachinko game machine 1.
[0101] Instead of a part or all of the suggestions regarding the control of the jackpot gaming state, or together with a part or all of the suggestions regarding the control of the jackpot gaming state, a suggestion regarding the control of a state that is advantageous to the player other than the jackpot gaming state may be given. For example, a suggestion regarding a probability variable state that is controlled after the end of the jackpot gaming state may be given. In addition, a suggestion may be given regarding a state in which any game value that is advantageous to the player is given as an advantageous state, depending on whether it is controlled or not.
[0102] The invention relating to the gaming machine is not limited to the pachinko gaming machine 1, and can also be applied to a slot machine as appropriate. The slot machine can execute a game in which medals are inserted, a predetermined bet amount is set, a plurality of types of symbols are rotated in response to the operation of a control lever by the player, and when the symbols are stopped in response to the operation of a stop button by the player, a predetermined number of medals are paid out to the player if a combination of stopped symbols is a specific combination. In a slot machine, an advantageous state that is advantageous to a player may include one or more of so-called bonuses, such as a big bonus, a regular bonus, RT, AT, ART, and CZ.
[0103] The programs and data for implementing various controls, including the progress of the game and the execution of the performance, may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 by a removable recording medium, or may be distributed and provided by being installed in advance in a storage device of the computer device. Also, the device may be provided with a communication processing unit that can be connected to an external device on a network via a communication line, and the programs and data may be distributed and provided by downloading them from the external device. The execution form of the game and performance may be executable by mounting a removable recording medium, or may be executable by temporarily storing the programs and data downloaded via a communication line in an internal memory, or may be executable directly using the hardware resources of an external device on a network connected via a communication line, or may be executable by exchanging data with another computer device via a network.
[0104] When comparing various ratios such as the decision ratio of a process or data, the execution ratio of a performance, etc., expressions such as "high", "low", and "different" may include the case where one is a ratio of "0%" or "100%". For example, for one decision result or execution content, it may include the case where there is no decision or execution at a ratio of "0%", and may include the case where there is always a decision or execution at a ratio of "100%".
[0105] (Explanation of feature 23AK) The pachinko game machine 1 in the characteristic part 23AK is controlled so that the display result of the special pattern is either a "miss" or a "jackpot", but is not a "small win" or a "time-saving". In addition, the game state is controlled to a "jackpot" state after the jackpot game state ends based on the establishment of a predetermined jackpot control condition. The jackpot state is controlled to continue until a predetermined jackpot end condition, such as the execution of a predetermined number of variable displays or the start of the next jackpot game state, is established.
[0106] During a jackpot game state, the special variable winning ball device 50's special winning opening, which is a large winning opening, is opened, and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, so that the probability variable control condition for the probability variable state to be established after the jackpot game state ends is established. In other words, the location where the specific area switch 24 is installed is set as the specific area, and the probability variable control condition can be established based on the game ball passing through this specific area.
[0107] Based on the establishment of such a probability variable control condition, after the end of the jackpot gaming state, the state is controlled to a high probability high base state. The high probability high base state has a higher probability of being controlled to a jackpot gaming state by the probability variable control compared to the normal state, and the high base control makes it easier to execute variable display compared to the normal state. Based on the non-establishment of the probability variable control condition, after the end of the jackpot gaming state, the state is controlled to a low probability high base state. The low probability high base state has the same probability of being controlled to a jackpot gaming state as the normal state, and the high base control makes it easier to execute variable display compared to the normal state.
[0108] FIG. 9-1 is a flow chart showing an example of normal special symbol processing. In normal special symbol processing, CPU 103 judges whether the total reserved memory number is "0" or not (step AKS101). The total reserved memory number indicates the number of reserved information related to variable display that has not yet started, which is the sum of the first reserved memory number and the second reserved memory number. In step AKS101, for example, when the count value of the total reserved memory counter is "0", it is judged that the total reserved memory number is "0". The total reserved memory counter is provided at a predetermined address in RAM 102, and it is sufficient that it is capable of counting the total reserved memory number.
[0109] When the total reserved memory number is other than "0" in response to step AKS101 (step AKS101; No), the total reserved memory number is updated by subtracting 1 (step AKS102). At this time, data indicating the start port winning designated value may be set. For example, when the second reserved memory number is other than "0", the start port winning designated value is set to "2" and the second reserved memory number is updated by subtracting 1. In contrast, when the second reserved memory number is "0", the start port winning designated value is set to "1" and the first reserved memory number is updated by subtracting 1. If the total reserved memory number is other than "0" in step AKS101, at least one of the first reserved memory number and the second reserved memory number is other than "0". When setting the data indicating the start port winning designated value, it is sufficient to first determine whether the second reserved memory number is other than "0" so that the special game using the second special symbol can be executed with priority over the special game using the first special symbol.
[0110] Following step AKS102, a special symbol determination control table is specified (step AKS103). The special symbol determination control table stores various information used to control the determination of special symbols. For example, the special symbol determination control table specifies addresses of a special symbol determination buffer, a winning symbol buffer, a special symbol buffer, and the like. The special symbol determination buffer stores data indicating a random number MR1 for special symbol determination among game random numbers extracted based on the occurrence of a start winning by the start winning determination process in step S101 of the special symbol process process shown in FIG. 5(A). The winning symbol buffer stores data indicating a random number MR2 for selecting a winning symbol among game random numbers extracted based on the occurrence of a start winning. The special symbol buffer stores data indicating a determined special symbol. The determined special symbol is the display result of the special symbol in the special symbol game.
[0111] The special symbol determination control table may include a first special symbol determination control table corresponding to the first special symbol and a second special symbol determination control table corresponding to the second special symbol. In step AKS103, after the second special symbol determination control table is designated, it may be determined whether the start port winning designation value is "1". If the start port winning designation value is "1", the first special symbol determination control table may be redesignated. The designation of the second special symbol determination control table can be executed by storing a value corresponding to the top address of the second special symbol determination control table in the HL register serving as a pointer. When the first special symbol determination control table is redesignated, the value of the pointer is overwritten by storing a value corresponding to the top address of the first special symbol determination control table in the HL register serving as a pointer. In this way, by resetting the first special symbol determination control table when the starting port winning determination value is "1" after specifying the second special symbol determination control table, when the second special symbol determination control table is used more frequently than the first special symbol determination control table, the program capacity of the storage command used for table setting can be reduced, and the marketability of the pachinko gaming machine 1 can be improved. Also, when the second special symbol determination control table is used more frequently than the first special symbol determination control table, the processing by the branch command can be simplified, making it easier to check at the design stage, and the marketability of the pachinko gaming machine 1 can be improved.
[0112] After step AKS103, the memory contents of the special symbol corresponding buffer are shifted (step AKS104). The special symbol corresponding buffer includes a buffer for determining a special symbol and a buffer for a winning symbol, as well as a buffer for selecting a variation pattern type and a buffer for a variation pattern, and may be a buffer for storing random numbers in which data indicating a game random number extracted based on the occurrence of a start winning is stored. In step AKS104, for example, after setting a transfer destination address, a transfer source address, and the number of transfers, a block transfer command is executed to transfer and shift the memory contents in each storage area of the special symbol corresponding buffer to the previous storage area one unit at a time.
[0113] Following step AKS104, the value of the random number MR1 for determining the special symbol is read (step AKS105). After that, a special symbol jackpot determination (step AKS106) and special symbol information setting (step AKS107) are performed. In this embodiment, the display result of the special symbol in the special symbol game is determined to be either a "jackpot" or a "miss", and is not determined to be a "small hit" or a "time reduction".
[0114] The special symbol jackpot determination in step AKS106 compares the value of the random number MR1 for special symbol determination read out in step AKS105 with the jackpot determination value to determine whether or not the special symbol display result is a "jackpot". The determination of whether or not the special symbol display result is a "jackpot" is a determination of whether or not to control the game state to a jackpot as an advantageous state. Then, when the special symbol jackpot determination determines that the special symbol display result is a "jackpot", the jackpot designated value 01 [H] is set in the hit flag. Note that the hit flag is set to the initial value 00 [H] when the special symbol normal processing is executed.
[0115] The special symbol information setting in step AKS107 includes a setting of the jackpot type and the jackpot pattern when the special symbol display result is a "jackpot", and a setting of the miss pattern when the special symbol display result is a "miss". Data indicating the jackpot type is stored in a jackpot type buffer. Data indicating a confirmed special symbol such as a jackpot pattern or a miss pattern is stored in a special symbol buffer. The special symbol buffer includes a first special symbol buffer corresponding to the first special symbol and a second special symbol buffer corresponding to the second special symbol. In step AKS107, the address of the first special symbol buffer or the second special symbol buffer can be specified by referring to the special symbol determination control table specified in step AKS103.
[0116] After step AKS107, the post-determination data setting (step AKS108) and the variable pattern setting process (step AKS109) are executed, and then the normal special symbol processing is terminated. The post-determination data setting of step AKS108 includes the specification of a post-determination work setting table and the execution of a data set process. When the post-determination work setting table is specified, the address of the post-determination work setting table corresponding to the first special symbol or the second special symbol can be specified by referring to the special symbol determination control table specified by step AKS103. The data set process of step AKS109 may include a data clear process for clearing the special symbol determination buffer and the winning symbol buffer and initializing the stored values.
[0117] When the total reserved memory number is "0" in response to step AKS101 (step AKS101; Yes), it is determined whether the demo display flag is on or not (step AKS110). The demo display flag is a flag indicating that a demonstration display is being executed. When the demo display flag is on (step AKS110; Yes), the normal special symbol processing ends. In contrast, when the demo display flag is off (step AKS110; No), the demo display flag is set to the on state (step AKS111), and the transmission setting of the standby command is performed (step AKS112), and the normal special symbol processing ends. The transmission setting of step AKS112 includes the specification of the standby command transmission table and the command set processing. The standby command transmission table may include table data for transmitting the background specification command and the customer waiting demo command.
[0118] FIG. 9-2 shows a jackpot type determination example AKD01. In the normal special pattern processing shown in FIG. 9-1, in the special pattern information setting of step AKS107, when the special pattern display result is "jackpot", the jackpot type is set using the value of the random number for determining the jackpot type. For example, when the hit flag is set to 01 [H] to indicate a jackpot designated value, data indicating the value of the random number for determining the jackpot type is read out, and a jackpot type determination table is selected corresponding to the start port winning designated value, the probability variable flag, and the time-saving flag. The jackpot type determination table may be prepared in advance in correspondence with the cases where the start port winning designated value is "1" and "2", the probability variable flag is on and off, the time-saving flag is on and off, etc. The probability variable flag is set to the on state corresponding to the high probability state as the probability variable state, and the time-saving flag is set to the on state corresponding to the high base state as the time-saving state. The jackpot type determination table is composed of table data including judgment value data. The judgment value data of the jackpot type determination table indicates the allocation judgment value for each jackpot type that can be determined, and multiple allocation judgment values corresponding to multiple jackpot types can be set. In the special pattern information setting of step AKS107, when the special pattern display result is "jackpot", the jackpot type may be determined using a random number for determining the jackpot type, and a special pattern that becomes the jackpot pattern may be selected using a random number MR2 for selecting a winning pattern. For example, a loop process that can sequentially compare the value of the random number for determining the jackpot type with multiple allocation judgment values indicated in the judgment value data may be executed, and when the value of the random number is equal to or less than the allocation judgment value, the jackpot type corresponding to the allocation judgment value may be determined. Alternatively, the jackpot type may be determined and the jackpot pattern may be selected using the random number MR2 for selecting a winning pattern.
[0119] In the jackpot game state, there are a plurality of jackpot types that have common or different settings for the upper limit time during which the distribution member that is the V winning port opening and closing member opens the V winning area 51 during the execution of a specific round. As an example, the plurality of jackpot types can be classified into a case where the jackpot type is "normal" and a case where the jackpot type is "probability change". Among these, when the jackpot type is "normal", the upper limit time during which the V winning area 51 is in the open state is set to 50 milliseconds (ms). In contrast, when the jackpot type is "probability change", the upper limit time during which the V winning area 51 is in the open state is set to 29500 milliseconds. Therefore, when the jackpot type is "normal", the possibility that the game ball passes (enters) the V winning area 51 is low, and the probability change control condition for the probability change state to be established after the end of the jackpot game state is difficult to be established. On the other hand, when the jackpot type is "high probability," the game ball is highly likely to pass through (enter) the V winning area 51, and the high probability control conditions for entering the high probability state after the end of the jackpot game state are likely to be met.
[0120] In this embodiment, the jackpot types NA01 to NA11 are included as the jackpot type "normal", and the jackpot types KA01 to KA15 are included as the jackpot type "probable variable". In the determination example AKD01, when the start port winning designation value is "1" or "2", it is possible to determine one of multiple jackpot types at a predetermined ratio in response to the presence or absence of the probability variable control in the probability variable state, the presence or absence of the high base control in the time-saving state, etc. Here, when the high base control is not performed "no", the jackpot type is determined at a different ratio when the probability variable control is "no" or "yes". On the other hand, when the high base control is performed "yes", the jackpot type is determined at a common ratio when the probability variable control is "no" or "yes". In addition, when the start port winning designation value is "1" or "2", it is possible to determine a jackpot type that is partially or entirely different.
[0121] In the determination example AKD01, when the probability variable control and the high base control are both "none", if the start port winning designation value is "1", it can be determined to be one of the jackpot types NA01 to NA04 and the jackpot types KA01 to KA06, while if the start port winning designation value is "2", it can be determined to be one of the jackpot types NA05 to NA07 and the jackpot types KA07 to KA10. Therefore, when the probability variable control and the high base control are both "none", it is possible to determine all different jackpot types depending on whether the start port winning designation value is "1" or "2". In addition, when the probability variable control is "Yes" and the high base control is "No", if the starting hole winning designation value is "1", the jackpot type can be determined to be one of NA02, NA04, and KA02, KA04 to KA06, while if the starting hole winning designation value is "2", the jackpot type can be determined to be one of NA05 to NA07, and KA07 to KA10. Therefore, when the probability variable control is "Yes" and the high base control is "No", if the starting hole winning designation value is "1" or "2", all different jackpot types can be determined. Alternatively, when the high base control is "enabled", if the starting port winning designation value is "1", the jackpot type can be determined to be one of NA08, KA11, or KA15, while if the starting port winning designation value is "2", the jackpot type can be determined to be one of NA09 to NA11, or KA12 to KA15. In this way, when the high base control is "enabled", the common jackpot type KA15 can be determined when the starting port winning designation value is "1" and when it is "2". Therefore, when the high base control is "enabled", the jackpot type can be determined to be partially different when the starting port winning designation value is "1" and when it is "2".
[0122] In the determination example AKD01, when the starting hole winning designation value is "1", regardless of the presence or absence of the probability variable control or the presence or absence of the high base control, the jackpot type is determined to be included in "normal" at a determination rate of 100 / 200, i.e., 50% of the time, and the jackpot type is determined to be included in "probability variable" at a determination rate of 100 / 200, i.e., 50% of the time. Also, when the starting hole winning designation value is "2", regardless of the presence or absence of the probability variable control or the presence or absence of the high base control, the jackpot type is determined to be included in "normal" at a determination rate of 12 / 200, i.e., 6% of the time, and the jackpot type is determined to be included in "probability variable" at a determination rate of 188 / 200, i.e., 94% of the time. In this way, when the starting hole winning designation value is "2", the jackpot type is determined to be included in "probability variable" at a higher rate than when the starting hole winning designation value is "1". Therefore, in a special game using the second special pattern, when the special game display result is a "jackpot" and the game is controlled to a jackpot game state, the game state after the jackpot game state ends can be controlled to a special variable state with a higher probability than in a special game using the first special pattern, when the special game display result is a "jackpot" and the game is controlled to a jackpot game state.
[0123] In the jackpot type determination table, when the starting port winning designation value is "1", regardless of the presence or absence of special probability control or high base control, the determination table has multiple sections in the order of a first section with a determination ratio of 11 / 200, a second section with a determination ratio of 44 / 200, a third section with a determination ratio of 11 / 200, and a fourth section with a determination ratio of 34 / 200 corresponding to the determinable jackpot types included in "normal", and multiple sections in the order of a fifth section with a determination ratio of 12 / 200, a sixth section with a determination ratio of 7 / 200, a seventh section with a determination ratio of 12 / 200, an eighth section with a determination ratio of 19 / 200, a ninth section with a determination ratio of 15 / 200, and a tenth section with a determination ratio of 35 / 200 corresponding to the determinable jackpot types included in "special probability". The determination value data is set to indicate multiple allocation determination values. In addition, when the starting port winning designation value is "2", the jackpot type determination table has multiple divisions in the order of the first division with a determination ratio of 2 / 200, the second division with 2 / 200, the third division with 2 / 200, the fourth division with 2 / 200, the fifth division with 1 / 200, the sixth division with 1 / 200, and the seventh division with 2 / 200, in accordance with the determinable jackpot types included in "normal", regardless of the presence or absence of special probability control or high base control, and the judgment value data indicating multiple allocation judgment values is set so as to have multiple divisions in the order of the eighth division with a determination ratio of 62 / 200, the ninth division with 50 / 200, the tenth division with 62 / 200, and the eleventh division with 14 / 200, in accordance with the determinable jackpot types included in "special probability".
[0124] The jackpot type determination table has a common multiple divisions for the start-port winning designated value of "1" and "2", regardless of the presence or absence of the probability variable control or the presence or absence of the high base control, while the determination value data indicating the multiple allocation determination values is set so that the allocation of each division to the jackpot type that is the determination result differs depending on the presence or absence of the probability variable control or the presence or absence of the high base control. Since such a determination ratio has a common multiple divisions, it is possible to easily design a table used to determine the jackpot type, and the marketability of the pachinko game machine 1 can be improved. In addition, since the allocation of each division to the jackpot type that is the determination result differs, the determination ratio of the jackpot type can be flexibly designed, and the marketability of the pachinko game machine 1 can be improved.
[0125] In the determination example AKD01, when the starting hole winning designation value is "1", the probability variable control and the high base control are both "none", so that the first division with a determination ratio of 11 / 200 is assigned to the big win type NA01, the second division with a determination ratio of 44 / 200 is assigned to the big win type NA02, the third division with a determination ratio of 11 / 200 is assigned to the big win type NA03, and the fourth division with a determination ratio of 34 / 200 is assigned to the big win type NA04. The determination ratio The judgment value data is set so that the fifth division with a determination ratio of 12 / 200 is assigned to the jackpot type KA01, the sixth division with a determination ratio of 7 / 200 is assigned to the jackpot type KA02, the seventh division with a determination ratio of 12 / 200 is assigned to the jackpot type KA03, the eighth division with a determination ratio of 19 / 200 is assigned to the jackpot type KA04, the ninth division with a determination ratio of 15 / 200 is assigned to the jackpot type KA05, and the tenth division with a determination ratio of 35 / 200 is assigned to the jackpot type KA06. In addition, when the starting port winning designation value is "1", the probability variable control is "on" and the high base control is "off", so that the judgment value data is set so that the first division with a determination ratio of 11 / 200 and the second division with a determination ratio of 44 / 200 are assigned to the jackpot type NA02, the third division with a determination ratio of 11 / 200 and the fourth division with a determination ratio of 34 / 200 are assigned to the jackpot type NA04, the fifth division with a determination ratio of 12 / 200 and the sixth division with a determination ratio of 7 / 200 are assigned to the jackpot type KA02, the seventh division with a determination ratio of 12 / 200 and the eighth division with a determination ratio of 19 / 200 are assigned to the jackpot type KA04, the ninth division with a determination ratio of 15 / 200 is assigned to the jackpot type KA05, and the tenth division with a determination ratio of 35 / 200 is assigned to the jackpot type KA06.When the starting port winning designation value is "1", and high base control is "on" regardless of the presence or absence of special rate control, the judgment value data is set so that the first division with a determination ratio of 11 / 200, the second division with a determination ratio of 44 / 200, the third division with a determination ratio of 11 / 200, and the fourth division with a determination ratio of 34 / 200 are assigned to the jackpot type NA08, the fifth division with a determination ratio of 12 / 200, the sixth division with a determination ratio of 7 / 200, the seventh division with a determination ratio of 12 / 200, and the eighth division with a determination ratio of 19 / 200 are assigned to the jackpot type KA11, and the ninth division with a determination ratio of 15 / 200 and the tenth division with a determination ratio of 35 / 200 are assigned to the jackpot type KA15.
[0126] In the determination example AKD01, when the starting hole winning designation value is "2", the probability change control and high base control are both "none", so the first division with a determination ratio of 2 / 200 and the second division with a determination ratio of 2 / 200 are assigned to the jackpot type NA05, the third division with a determination ratio of 2 / 200 and the fourth division with a determination ratio of 2 / 200 are assigned to the jackpot type NA06, the fifth division with a determination ratio of 1 / 200, the sixth division with a determination ratio of 1 / 200 and the sixth division with a determination ratio of 1 / 200 are assigned to the jackpot type NA07, The judgment value data is set so that the seventh division with a determination ratio of 2 / 200 is assigned to the jackpot type NA07, the eighth division with a determination ratio of 62 / 200 is assigned to the jackpot type KA07, the ninth division with a determination ratio of 50 / 200 is assigned to the jackpot type KA08, the tenth division with a determination ratio of 62 / 200 is assigned to the jackpot type KA09, and the eleventh division with a determination ratio of 14 / 200 is assigned to the jackpot type KA10. In addition, when the starting port winning designation value is "2", the judgment value data is set so that each division of the determination ratio due to the probability variable control being "yes" and the high base control being "no" is assigned to a common jackpot type with each division of the determination ratio due to the probability variable control and the high base control both being "no". When the starting point winning designation value is "2", regardless of the presence or absence of the probability control, the high base control is "on", so the first division with a determination ratio of 2 / 200 and the second division with a determination ratio of 2 / 200 are assigned to the jackpot type NA09, the third division with a determination ratio of 2 / 200 and the fourth division with a determination ratio of 2 / 200 are assigned to the jackpot type NA10, the fifth division with a determination ratio of 1 / 200, the sixth division with a determination ratio of 1 / 200 and the sixth division with a determination ratio of 2 / 200 are assigned to the jackpot type NA11, The judgment value data is set so that the 7th division is assigned to jackpot type NA11, the 8th division with a determination ratio of 62 / 200 is assigned to jackpot type KA12, the 9th division with a determination ratio of 50 / 200 is assigned to jackpot type KA13, the 10th division with a determination ratio of 62 / 200 is assigned to jackpot type KA14, and the 11th division with a determination ratio of 14 / 200 is assigned to jackpot type KA15.
[0127] FIG. 9-3 is a flow chart showing an example of a process executed in step AKS109 in FIG. 9-1 as a variation pattern setting process. In the variation pattern setting process, the CPU 103 judges whether the special chart display result is a "jackpot" or not (step AKS221). For example, the hit flag is read, and when the read value is 01 [H], which is a jackpot designated value, it may be judged that the special chart display result is a "jackpot". When the special chart display result is a "miss" and not a "jackpot" (step AKS221; No), the start port winning designated value is read (step AKS222). Accordingly, the performance state selection designated value is read (step AKS223). The performance state selection designated value is a stored value in the performance state selection buffer, and can be set to any value from, for example, 00 [H] to 0D [H]. When the jackpot game state ends, a value corresponding to the jackpot type can be set as the performance state selection designated value. In addition, when the variable display is terminated, the presentation state selection designated value can be updated in response to the establishment of a preset update condition. When the game state is the normal state, the presentation state selection designated value is set to 00 [H].
[0128] After step AKS223, a loss time fluctuation pattern type selection table is specified (step AKS224). The loss time fluctuation pattern type selection table is a table used to select a fluctuation pattern type when the special chart display result is a "loss", and it is sufficient if different tables can be specified based on the starting gate winning designation value read out by step AKS222 and the performance state selection designation value read out by step AKS223. Furthermore, when the special chart display result is a "loss", it is sufficient if multiple fluctuation pattern type selection tables that can be selected corresponding to the first reserved memory number and the second reserved memory number are prepared in advance.
[0129] When the special chart display result is "jackpot" in response to step AKS221 (step AKS221; Yes), a jackpot type designation value is read out (step AKS225). Accordingly, a presentation state selection designation value is read out (step AKS226). Then, a jackpot time fluctuation pattern type selection table is designated (step AKS227). The jackpot time fluctuation pattern type selection table is a table used to select a fluctuation pattern type when the special chart display result is "jackpot", and it is sufficient if it is possible to designate a table corresponding to the jackpot type read out by step AKS225 and the presentation state selection designation value read out by step AKS226.
[0130] After steps AKS224 and AKS227, the value of the random number MR4 for selecting the type of fluctuation pattern is read (step AKS228). The data indicating the value of the random number MR4 for selecting the type of fluctuation pattern may be stored in the buffer for selecting the type of fluctuation pattern included in the storage area to which the buffer number "0" is assigned in the special pattern corresponding buffer. Next, the type of fluctuation pattern is selected by the value of the random number MR4 for selecting the type of fluctuation pattern (step AKS229). Next, the fluctuation pattern determination table is specified (step AKS230). In step AKS230, it is sufficient that a different fluctuation pattern determination table can be specified corresponding to the type of fluctuation pattern selected in step AKS229. Then, the value of the random number MR5 for determining the type of fluctuation pattern is read (step AKS231). The data indicating the value of the random number MR5 for determining the type of fluctuation pattern may be stored in the buffer for determining the type of fluctuation pattern included in the storage area to which the buffer number "0" is assigned in the special pattern corresponding buffer. Furthermore, the fluctuation pattern is determined by the value of the random number MR5 for determining the type of fluctuation pattern (step AKS232).
[0131] Following step AKS232, a command transmission setting at the time of the start of the fluctuation is performed (step AKS233). The command transmission setting at the time of the start of the fluctuation may include the designation of a fluctuation command transmission table and the execution of a command set process. The fluctuation command transmission table includes table data for transmitting a performance control command at the time of the start of the fluctuation in response to the start of the fluctuation of the special pattern in the special pattern game. For example, the fluctuation command transmission table specified in response to the first special pattern game includes table data for transmitting a performance pattern designation command, a first fluctuation start designation command, and a fluctuation pattern designation command in addition to the table top data indicating the number of processes. On the other hand, the fluctuation command transmission table specified in response to the second special pattern game includes table data for transmitting a performance pattern designation command, a second fluctuation start designation command, and a fluctuation pattern designation command in addition to the table top data specifying the number of processes.
[0132] After step AKS233, the special symbol fluctuation time is set (step AKS236). The special symbol fluctuation time indicates the variable display time as the special symbol fluctuation time. In order to set the special symbol fluctuation time, a special symbol fluctuation time table is specified. The special symbol fluctuation time table includes table data for setting time data indicating the variable display time such as the special symbol fluctuation time in response to the determination result of the fluctuation pattern. In step AKS236, the time data corresponding to the determination result of the fluctuation pattern is stored in the HL register by executing the time data expansion process with reference to the specified special symbol fluctuation time table. The time data obtained in this way may be set as the timer initial value in the special symbol process timer as the variable time data.
[0133] After step AKS236, data setting after the change pattern setting is performed (step AKS237), and then the change pattern setting process is terminated. In order to perform data setting after the change pattern setting, a data table after the change pattern setting is specified. The data table after the change pattern setting includes table data for updating the special pattern process code to 01 [H], which is a value corresponding to the special pattern change process. The data table after the change pattern setting also includes table data for updating the stored value of the special pattern change display buffer to 01 [H]. The special pattern change display buffer stores a value specifying the display pattern during the change of the first special pattern or the second special pattern, and includes a first special pattern change display buffer corresponding to the first special pattern, and a second special pattern change display buffer corresponding to the second special pattern. In step AKS237, by executing the data set process with reference to the designated data table after setting the variation pattern, the stored value of the first special symbol variation display buffer is updated to 01 [H] when the first special symbol game is started, and the stored value of the second special symbol variation display buffer is updated to 01 [H] when the second special symbol game is started. In addition, the random number buffer in which the random numbers used for determining the variation pattern are stored may be cleared to initialize the stored value.
[0134] FIG. 9-4 shows a configuration example of a miss variation pattern. The miss variation pattern is a variation pattern that can be determined when the special chart display result is "miss". The multiple variation patterns are different in the special chart variation time and the variable display mode of the performance pattern. The miss variation pattern includes a reach variation pattern that becomes a reach mode in the variable display of the performance pattern, and a non-reach variation pattern that does not become a reach mode. In the configuration example shown in FIG. 9-4, the variation patterns PA1-1 to PA1-6 and the variation patterns PB1-1 to PB1-9 are included in the non-reach variation pattern, and the variation patterns PA2-1 to PA2-7 and the variation patterns PB2-1 to PB2-3 are included in the reach variation pattern. The reach variation pattern includes a normal reach variation pattern in which the reach performance of a normal reach is executed, and a super reach variation pattern in which the reach performance of a super reach is executed. In the configuration example shown in FIG. 9-4, the fluctuation patterns PA2-1 to PA2-3 are included in the normal reach fluctuation pattern, and the fluctuation patterns PA2-4 to PA2-7 and the fluctuation patterns PB2-2 and PB2-3 are included in the super reach fluctuation pattern. The normal reach fluctuation pattern includes fluctuation patterns with different performance modes such as reach performance, such as normal reach NOA, normal reach NOB, and normal reach NOC. The super reach fluctuation pattern includes fluctuation patterns with different performance modes such as reach performance, such as super reach SPA, super reach SPB, super reach SPC, super reach SPD, super reach SPE, and super reach SPF. In addition to the normal reach fluctuation pattern and the super reach fluctuation pattern, the reach fluctuation pattern includes a high-speed reach fluctuation pattern in which the display result stops after becoming a reach state in a short time. For example, the fluctuation pattern PB2-1 shown in FIG. 9-4 is a high-speed reach fluctuation pattern with a short special chart fluctuation time of 3500 milliseconds, which is the performance mode of the high-speed reach SRA.
[0135] FIG. 9-5 shows an example of a jackpot variation pattern. The jackpot variation pattern is a variation pattern that can be determined when the special chart display result is "jackpot". The variable display of the performance pattern by the jackpot variation pattern is a fixed performance pattern of the jackpot combination that is displayed after the reach state is reached. The jackpot variation pattern includes a variation pattern in which the reach performance of the normal reach is executed and a variation pattern in which the reach performance of the super reach is executed, similar to the reach variation pattern in the miss variation pattern. In the configuration example shown in FIG. 9-5, the variation patterns PA3-1 to PA3-3 are included in the variation pattern in which the reach performance of the normal reach is executed, and the variation patterns PA3-4 to PA3-10 and the variation patterns PB3-3 to PB3-11 are included in the variation pattern in which the reach performance of the super reach is executed. In addition, the jackpot variation pattern includes a variation pattern in which the fixed performance pattern of the jackpot combination is displayed in a short time in addition to the variation pattern in which the reach performance of the normal reach and the reach performance of the super reach are executed. For example, the variation pattern PB3-1 shown in Figure 9-5 is a variation pattern in which the special chart variation time is extremely short at 2500 milliseconds, and the display result is a high-speed SQA performance mode in which the reach performance is not executed and the display result is stopped. Also, the variation pattern PB3-2 is a high-speed reach performance pattern in which the special chart variation time is short at 4500 milliseconds, and the display result becomes a reach mode in a short time, and then becomes a high-speed reach SRA performance mode in which the display result is stopped.
[0136] FIG. 9-6(A) shows a setting example AKA01 of the loss time reference table. The loss time reference table is a table that is referenced when specifying the loss time fluctuation pattern type selection table in step AKS224 of the fluctuation pattern setting process shown in FIG. 9-3. As the loss time reference table, a plurality of tables corresponding to the performance state selection designated value may be prepared in advance. In the setting example AKA01, one of the reference tables TS01 to TS09 is referenced as the loss time reference table in correspondence with the performance state selection designated value being 00[H] and the case of 06[H] to 0E[H]. Each of the reference tables TS01 to TS09 is composed of table data that allows one of a plurality of tables prepared in advance to be designated as the loss time fluctuation pattern type selection table in correspondence with the start port winning designated value, the first reserved memory number, and the second reserved memory number.
[0137] FIG. 9-6(B) shows an example of the configuration of the reference table TS01. The reference table TS01 is referenced when the performance state selection designation value is 00[H]. When the start port winning designation value is "1", the reference table TS01 allows the following to be designated as the loss-time fluctuation pattern type selection table: table TA10 corresponding to the first reserved memory number of "0", table TA11 corresponding to the first reserved memory number of "1", table TA12 corresponding to the first reserved memory number of "2", and table TA13 corresponding to the first reserved memory number of "3". When the start port winning designation value is "2", the reference table TS01 allows the following to be designated as the loss-time fluctuation pattern type selection table: table TA20 corresponding to the first reserved memory number of "0" and the second reserved memory number of "0" to "3", and table TA21 corresponding to the first reserved memory number of "1" to "4" and the second reserved memory number of "0" to "3". In step AKS102 of the normal processing of the special symbol shown in FIG. 9-1, when the second reserved memory number is other than "0", the start port winning designation value is set to "2" and the second reserved memory number is updated by subtracting 1. In contrast, when the second reserved memory number is "0", the start port winning designation value is set to "1" and the first reserved memory number is updated by subtracting 1. The upper limit of the first reserved memory number and the second reserved memory number is "4". Therefore, when the start port winning designation value is "1" in step AKS224 of the variable pattern setting processing, the first reserved memory number is one of "0" to "3", and the second reserved memory number is "0". Also, when the start port winning designation value is "2" in step AKS224 of the variable pattern setting processing, the first reserved memory number is one of "0" to "4", and the second reserved memory number is one of "0" to "3".
[0138] FIG. 9-6(C) shows an example of the configuration of the reference table TS02. The reference table TS02 is referenced when the performance state selection designation value is 06[H] or 0E[H]. When the start port winning designation value is "1", the reference table TS02 allows table TB10 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "3". When the start port winning designation value is "2", the reference table TS02 allows table TB20 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "0", and table TB21 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "1" to "3".
[0139] FIG. 9-6(D) shows an example of the configuration of the reference table TS03. The reference table TS03 is referenced when the performance state selection designation value is 07[H]. When the start port winning designation value is "1", the reference table TS03 allows table TB10 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "3". When the start port winning designation value is "2", the reference table TS03 allows table TB22 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "0", and table TB23 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "1" to "3".
[0140] FIG. 9-6(E) shows an example of the configuration of the reference table TS04. The reference table TS04 is referenced when the performance state selection designation value is 08[H]. When the start port winning designation value is "1", the reference table TS04 allows table TB10 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "3". When the start port winning designation value is "2", the reference table TS04 allows table TB24 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "0", and table TB25 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "1" to "3".
[0141] FIG. 9-7(A) shows an example of the configuration of the reference table TS05. The reference table TS05 is referenced when the performance state selection designation value is 09[H]. The reference table TS05 allows the common table TB11 to be designated as the loss time variation pattern type selection table regardless of the first reserved memory number or the second reserved memory number when the start gate winning designation value is "1" or "2".
[0142] FIG. 9-7(B) shows an example of the configuration of the reference table TS06. The reference table TS06 is referenced when the performance state selection designation value is 0A[H]. When the start port winning designation value is "1", the reference table TS06 allows table TB12 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "3". When the start port winning designation value is "2", the reference table TS06 allows table TB26 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "0", and table TB27 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number being "0" to "4" and the second reserved memory number being "1" to "3".
[0143] FIG. 9-7(C) shows an example of the configuration of the reference table TS07. The reference table TS07 is referenced when the performance state selection designation value is 0B[H]. The reference table TS07 allows a common table TB13 to be designated as a loss-time variation pattern type selection table when the start port winning designation value is "1" and when it is "2", regardless of the first reserved memory number and the second reserved memory number. FIG. 9-7(D) shows an example of the configuration of the reference table TS08. The reference table TS08 is referenced when the performance state selection designation value is 0C[H]. The reference table TS08 allows a common table TB14 to be designated as a loss-time variation pattern type selection table when the start port winning designation value is "1" and when it is "2", regardless of the first reserved memory number and the second reserved memory number. FIG. 9-7(E) shows an example of the configuration of the reference table TS09. The reference table TS09 is referenced when the performance state selection designation value is 0D[H]. The reference table TS09 allows a common table TB15 to be designated as a loss-time variation pattern type selection table regardless of the first reserved memory number or the second reserved memory number when the starting port winning designation value is "1" or "2".
[0144] FIG. 9-8 shows an example of the configuration of the jackpot reference table TS21. The jackpot reference table TS21 is a table that is referenced when a jackpot fluctuation pattern type selection table is specified in step AKS227 of the fluctuation pattern setting process shown in FIG. 9-3. The jackpot reference table TS21 is composed of table data that allows one of a plurality of tables prepared in advance to be specified as the jackpot fluctuation pattern type selection table in response to the performance state selection designation value and the jackpot type.
[0145] When the performance state selection designation value is 00[H], the jackpot reference table TS21 can designate the table TA30 corresponding to the jackpot types NA01, NA02, NA05, KA01, KA02, and KA07, the selection table TA31 corresponding to the jackpot types NA03, NA04, NA06, KA03, KA04, KA05, and KA08, and the table TA32 corresponding to the jackpot types NA07, KA06, KA09, and KA10, as the jackpot time fluctuation pattern type selection table. When the performance state selection designation value is 00[H], the game state is a low probability low base state corresponding to the normal state, and the probability variable control in the probability variable state as a high probability state and the high base control in the time-saving state as a high base state are not performed. In the jackpot type determination example AKD01 shown in FIG. 9-2, when the probability variable control and the high base control are "none", it is possible to determine one of the jackpot types NA01 to NA06 and the jackpot types KA01 to KA10, and it is not possible to determine any other jackpot type. Therefore, the jackpot reference table TS21 shows a table that can be specified as a jackpot time fluctuation pattern type selection table in response to the jackpot type that can be determined when the performance state selection designated value is 00 [H]. Even when the performance state selection designated value is other than 00 [H], a table that can be specified as a jackpot time fluctuation pattern type selection table is shown in response to the jackpot type that can be determined when the performance state selection designated value is that.
[0146] When the presentation state selection designation value is 06[H] or 0E[H], the jackpot reference table TS21 allows table TB30 to be designated as the jackpot fluctuation pattern type selection table in correspondence with the jackpot types NA08-NA11 or KA11-KA15. When the presentation state selection designation value is 07[H], the jackpot reference table TS21 allows table TB31 to be designated as the jackpot fluctuation pattern type selection table in correspondence with the jackpot types NA08, NA09, KA11, and KA12, table TB32 to be designated as the jackpot types NA10 and KA13, table TB33 to be designated as the jackpot types NA11 and KA14, and table TB34 to be designated as the jackpot fluctuation pattern type selection table in correspondence with the jackpot type KA15. Alternatively, when the presentation state selection designation value is 08[H], the jackpot reference table TS21 allows table TB35 to be designated as the jackpot fluctuation pattern type selection table corresponding to jackpot types NA08, NA09, KA11, KA12, table TB36 to be designated as the jackpot type NA10, KA13, table TB37 to be designated as the jackpot type NA11, KA14, and table TB38 to be designated as the jackpot type fluctuation pattern type selection table.
[0147] When the presentation state selection designation value is 09[H], 0B[H], 0C[H], or 0D[H], the jackpot time reference table TS21 allows table TB40 to be designated as a jackpot time fluctuation pattern type selection table corresponding to the jackpot type NA08-NA11 or the jackpot type KA11-KA14, and table TB41 to be designated as a jackpot time fluctuation pattern type selection table corresponding to the jackpot type KA15, respectively. Also, when the presentation state selection designation value is 0A[H], the jackpot time reference table TS21 allows table TB42 to be designated as a jackpot time fluctuation pattern type selection table corresponding to the jackpot type NA08, NA09, KA11, KA12, table TB43 to be designated as a jackpot type NA10, KA13, table TB44 to be designated as a jackpot type NA11, KA14, and table TB45 to be designated as a jackpot time fluctuation pattern type selection table corresponding to the jackpot type KA15, respectively. In addition, the period in which the performance state selection designation value can be set to any of 06 [H] to 0E [H] is included in the period in which high base control is performed in the time-saving state as the high base state. In the jackpot type determination example AKD01 shown in FIG. 9-2, when the high base control is "on", it can be determined to one of the jackpot types NA08 to NA11 and the jackpot types KA11 to KA15, and cannot be determined to other jackpot types. Therefore, the jackpot reference table TS21 shows a table that can be specified as a jackpot time fluctuation pattern type selection table in response to the jackpot type that can be determined when the performance state selection designation value is any of 06 [H] to 0E [H].
[0148] 9-9 and 9-10 show examples of the configuration of tables that can be specified as the failure-time fluctuation pattern type selection table. The tables that can be specified as the failure-time fluctuation pattern type selection table include tables TA10 to TA13, tables TA20, TA21, tables TB10 to TB15, and tables TB20 to TB27. Each table that can be specified as the failure-time fluctuation pattern type selection table is composed of table data including judgment value data indicating the allocation judgment value for each selectable fluctuation pattern type.
[0149] The table TA10 shown in FIG. 9-9(A) can be specified when the reference table TS01 shown in FIG. 9-6(B) is referred to. The table TA10 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA1-1, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA11 shown in FIG. 9-9(B) can be specified when the reference table TS01 shown in FIG. 9-6(B) is referred to. The table TA11 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA1-2, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA12 shown in FIG. 9-9(C) can be specified when the reference table TS01 shown in FIG. 9-6(B) is referred to. The table TA12 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA1-3, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA13 shown in FIG. 9-9(D) can be specified when the reference table TS01 shown in FIG. 9-6(B) is referenced. The table TA13 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA1-4, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA20 shown in FIG. 9-9(E) can be specified when the reference table TS01 shown in FIG. 9-6(B) is referenced. The table TA20 is composed of judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CA1-1 can be selected. The table TA21 shown in FIG. 9-9(F) can be specified when the reference table TS01 shown in FIG. 9-6(B) is referenced. Table TA21 is composed of judgment value data in which allocation judgment values are set so that only fluctuation pattern types CA1-3 can be selected.
[0150] Table TB10 shown in FIG. 9-10(A) can be specified when the reference table TS02 shown in FIG. 9-6(C) or the reference table TS03 shown in FIG. 9-6(D) is referred to. Table TB10 is configured with judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB1-1 can be selected. Table TB11 shown in FIG. 9-10(B) can be specified when the reference table TS05 shown in FIG. 9-7(A) is referred to. Table TB11 is configured with judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB1-5 can be selected. Table TB12 shown in FIG. 9-10(C) can be specified when the reference table TS06 shown in FIG. 9-7(B) is referred to. Table TB12 is configured with judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB1-1 can be selected. Table TB13 shown in FIG. 9-10(D) can be specified when the reference table TS07 shown in FIG. 9-7(C) is referred to. Table TB13 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern types CB1-7 can be selected. Table TB14 shown in FIG. 9-10(E) can be specified when the reference table TS08 shown in FIG. 9-7(D) is referred to. Table TB14 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern types CB1-8 can be selected. Table TB15 shown in FIG. 9-10(F) can be specified when the reference table TS09 shown in FIG. 9-7(E) is referred to. Table TB15 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern types CB1-9 can be selected.
[0151] The table TB20 shown in FIG. 9-10(G) can be specified when the reference table TS02 shown in FIG. 9-6(C) is referred to. The table TB20 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB1-2 can be selected. The table TB21 shown in FIG. 9-10(H) can be specified when the reference table TS02 shown in FIG. 9-6(C) is referred to. The table TB21 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB1-3 can be selected. The table TB22 shown in FIG. 9-10(I) can be specified when the reference table TS03 shown in FIG. 9-6(D) is referred to. The table TB22 is composed of judgment value data in which the allocation judgment value is set so that any one of the fluctuation pattern types CB1-2, CB1-4, and CB2-1 can be selected. The table TB23 shown in FIG. 9-10(J) can be specified when the reference table TS03 shown in FIG. 9-6(D) is referred to. The table TB23 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CB1-3, CB1-4, and CB2-1 can be selected. The table TB24 shown in FIG. 9-10(K) can be specified when the reference table TS04 shown in FIG. 9-6(E) is referred to. The table TB24 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CB1-2, CB1-4, and CB2-1 can be selected. The table TB25 shown in FIG. 9-10(L) can be specified when the reference table TS04 shown in FIG. 9-6(E) is referred to. The table TB25 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CB1-3, CB1-4, and CB2-1 can be selected. The table TB26 shown in FIG. 9-10(M) can be specified when referring to the reference table TS06 shown in FIG. 9-7(B).Table TB26 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CB1-2, CB1-6, and CB2-2 can be selected. Table TB27 shown in FIG. 9-10(N) can be specified when referring to reference table TS06 shown in FIG. 9-7(B). Table TB27 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CB1-3, CB1-6, and CB2-2 can be selected.
[0152] 9-11 and 9-12 show examples of the configuration of tables that can be specified as the jackpot fluctuation pattern type selection table. Tables that can be specified as the jackpot fluctuation pattern type selection table include tables TA30 to TA32, tables TB30 to TB38, and tables TB40 to TB45. Each table that can be specified as the jackpot fluctuation pattern type selection table is composed of table data including judgment value data indicating the allocation judgment value for each selectable fluctuation pattern type.
[0153] Each table from table TA30 shown in FIG. 9-11(A) to table TA32 shown in FIG. 9-11(C) can be specified corresponding to the jackpot type when the performance state selection designation value is 00[H] with reference to the jackpot reference table TS21 shown in FIG. 9-8. Table TA30 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA3-1 to CA3-3 can be selected. Table TA31 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA3-1 to CA3-4 can be selected. Table TA32 is composed of judgment value data in which a distribution judgment value is set so that any one of the fluctuation pattern types CA3-2 to CA3-4 can be selected.
[0154] Table TB30 shown in FIG. 9-11(D) can be specified in response to any jackpot type when the performance state selection designated value is 06[H] or 0E[H] with reference to the jackpot time reference table TS21 shown in FIG. 9-8. Table TB30 is configured with judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-1 can be selected. Each table from table TB31 shown in FIG. 9-11(E) to table TB34 shown in FIG. 9-11(H) can be specified in response to a jackpot type when the performance state selection designated value is 07[H] with reference to the jackpot time reference table TS21 shown in FIG. 9-8. Table TB31 is configured with judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-2 can be selected. Table TB32 is configured with judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-3 can be selected. Table TB33 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-4 can be selected. Table TB34 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-5 can be selected. Each table from table TB35 shown in FIG. 9-11(I) to table TB38 shown in FIG. 9-11(L) can be specified in accordance with the jackpot type when the performance state selection designation value is 08[H], with reference to the jackpot reference table TS21 shown in FIG. 9-8. Table TB35 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-2 can be selected. Table TB36 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-3 can be selected. Table TB37 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-4 can be selected. Table TB38 is composed of judgment value data in which allocation judgment values are set so that only fluctuation pattern types CB3-5 can be selected.
[0155] Table TB40 shown in FIG. 9-12(A) and table TB41 shown in FIG. 9-12(B) can be specified in accordance with the jackpot type when the performance state selection designated value is 09[H], 0B[H], 0C[H], or 0D[H] with reference to the jackpot time reference table TS21 shown in FIG. 9-8. Table TB40 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB4-1 can be selected. Table TB41 is composed of judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB4-2 can be selected. Each table from table TB42 shown in FIG. 9-12(C) to table TB45 shown in FIG. 9-12(F) can be specified in accordance with the jackpot type when the performance state selection designated value is 0A[H] with reference to the jackpot time reference table TS21 shown in FIG. 9-8. Table TB42 is composed of judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB4-3 can be selected. Table TB43 is composed of judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB4-4 can be selected. Table TB44 is composed of judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB4-5 can be selected. Table TB46 is composed of judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB4-6 can be selected.
[0156] Figures 9-13 to 9-16 show the determination ratio of the fluctuation pattern corresponding to the fluctuation pattern type. In the fluctuation pattern setting process shown in Figure 9-3, one fluctuation pattern is determined in step AKS232 based on the fluctuation pattern determination table specified in step AKS230 in response to the fluctuation pattern type selected in step AKS229. The fluctuation pattern determination table is composed of table data including judgment value data indicating the allocation judgment value for each determinable fluctuation pattern.
[0157] The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CA1-1 shown in FIG. 9-13(A) so that it can be determined to be one of the fluctuation patterns PA1-1, PA1-5, and PA1-6. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CA1-2 shown in FIG. 9-13(B) so that it can be determined to be only the fluctuation pattern PA1-2. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CA1-3 shown in FIG. 9-13(C) so that it can be determined to be only the fluctuation pattern PA1-3. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CA1-4 shown in FIG. 9-13(D) so that it can be determined to be only the fluctuation pattern PA1-4. For the fluctuation pattern type CA1-5 shown in FIG. 9-13(E), a distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA1-5 and PA1-6.
[0158] The fluctuation pattern type CA2-1 shown in FIG. 9-13(F) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA2-1 to PA2-3. The fluctuation pattern type CA2-2 shown in FIG. 9-13(G) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA2-4 and PA2-5. The fluctuation pattern type CA2-3 shown in FIG. 9-13(H) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA2-6 and PA2-7.
[0159] The fluctuation pattern type CA3-1 shown in FIG. 9-13(I) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to one of the fluctuation patterns PA3-1 to PA3-3. The fluctuation pattern type CA3-2 shown in FIG. 9-13(J) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to one of the fluctuation patterns PA3-4 to PA3-7. The fluctuation pattern type CA3-3 shown in FIG. 9-13(K) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to only the fluctuation pattern PA3-8. The fluctuation pattern type CA3-4 shown in FIG. 9-13(L) is set to a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to one of the fluctuation patterns PA3-9 and PA3-10.
[0160] The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-1 shown in FIG. 9-14(A) so that only the fluctuation pattern PB1-1 can be determined. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-2 shown in FIG. 9-14(B) so that only the fluctuation pattern PB1-2 can be determined. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-3 shown in FIG. 9-14(C) so that only the fluctuation pattern PB1-3 can be determined. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-4 shown in FIG. 9-14(D) so that either one of the fluctuation patterns PB1-4 and PB1-5 can be determined. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-5 shown in FIG. 9-14(E) so that only the fluctuation pattern PB1-6 can be determined. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-6 shown in FIG. 9-14(F) so that it can be determined to one of the fluctuation patterns PB1-4 and PB1-5. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-7 shown in FIG. 9-14(G) so that it can be determined to only the fluctuation pattern PB1-7. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-8 shown in FIG. 9-14(H) so that it can be determined to only the fluctuation pattern PB1-8. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table for the fluctuation pattern type CB1-9 shown in FIG. 9-14(I) so that it can be determined to only the fluctuation pattern PB1-9. The allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB2-1 shown in Figure 9-14 (J) and the fluctuation pattern type CB2-2 shown in Figure 9-14 (K) can be determined to be one of the fluctuation patterns PB2-1 to PB2-3.
[0161] The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB3-1 shown in FIG. 9-15(A) can be determined to be only the fluctuation pattern PB3-1. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB3-2 shown in FIG. 9-15(B) can be determined to be one of the fluctuation patterns PB3-1 and PB3-2. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB3-3 shown in FIG. 9-15(C) and the fluctuation pattern type CB3-4 shown in FIG. 9-15(D) can be determined to be one of the fluctuation patterns PB3-2 to PB3-8. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB3-5 shown in FIG. 9-15(E) can be determined to be one of the fluctuation patterns PB3-9 to PB3-11.
[0162] The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB4-1 shown in FIG. 9-16(A) can be determined to be only the fluctuation pattern PB3-2. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB4-2 shown in FIG. 9-16(B) can be determined to be only the fluctuation pattern PB3-9. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB4-3 shown in FIG. 9-16(C) can be determined to be one of the fluctuation patterns PB3-1 and PB3-2. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB4-4 shown in FIG. 9-16(D) and the fluctuation pattern type CB4-5 shown in FIG. 9-16(E) can be determined to be one of the fluctuation patterns PB3-2 to PB3-8. For the fluctuation pattern type CB4-6 shown in FIG. 9-16(F), a distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PB3-9 to PB3-11.
[0163] FIG. 9-17 shows a setting example AKB01 of the effect pattern designation command. In the variation pattern setting process shown in FIG. 9-3, in the transmission setting of the variation start command by step AKS233, the effect pattern designation command is controlled to be transmittable. For example, when the special chart display result is "jackpot", the effect pattern designation command corresponding to the determination result of the jackpot type is made transmittable. For example, in response to the jackpot types NA01 to NA11 whose jackpot types are included in "normal", the effect pattern designation command is set to one of the commands 8C01[H], 8C02[H], 8C0B[H], and 8C0C[H]. In response to the jackpot types KA01 to KA15 whose jackpot types are included in "probable change", the effect pattern designation command is set to one of the commands 8C04[H] to 8C0A[H]. The performance control board 12 can determine the performance patterns that constitute the final performance pattern based on the performance pattern designation command sent from the main board 11.
[0164] FIG. 9-18 is a flow chart showing an example of special symbol variation processing. In the special symbol variation processing, the CPU 103 judges whether the time value of the special symbol process timer is "0" or not (step AKS121). In the special symbol process timer here, the variation time data corresponding to the result of the determination of the variation pattern is set as the timer initial value in step AKS236 of the variation pattern setting processing shown in FIG. 9-3. If the time value of the special symbol process timer is other than "0" (step AKS121; No), the time value of the special symbol process timer is updated by subtracting 1 (step AKS122), and the special symbol variation processing ends.
[0165] When the time value of the special symbol process timer is "0" in response to step AKS121 (step AKS121; Yes), the special symbol process code is updated to 02 [H], which is a value corresponding to the special symbol stop processing (step AKS123). In addition, the special symbol stop time is set (step AKS124). In step AKS124, time data corresponding to a predetermined special symbol stop time, such as 500 milliseconds, may be set as the timer initial value in the special symbol process timer as the special symbol stop time data. In conjunction with the special symbol stop time setting, a setting for transmitting a performance symbol determination command may be performed. Then, it is determined whether the count value of the probability change counter is "0" or not (step AKS125). When the big win game state ends, the probability change counter is set to a predetermined probability change counter initial value corresponding to the establishment of the probability change control condition. If the probability change control condition is not established, the count value of the probability change counter is maintained at "0".
[0166] If the count value of the probability variable counter is other than "0" in response to step AKS125 (step AKS125; No), the count value of the probability variable counter is updated by subtracting 1 (step ASK126). Then, it is determined whether the count value of the probability variable counter after the update is "0" (step AKS127). If the count value after the update is "0" (step AKS127; Yes), data setting at the end of the probability variable is performed (step AKS128). The data setting at the end of the probability variable includes the specification of a data table at the end of the probability variable and the execution of data set processing. The data table at the end of the probability variable only needs to include clear data for clearing the probability variable flag. This clears the probability variable flag to the off state, and the probability variable control in the probability variable state as a high probability state ends.
[0167] If the count value of the probability change counter is "0" in response to step AKS125 (step AKS125; Yes), if the updated count value is other than "0" in response to step AKS127 (step AKS127; No), or after step AKS128, it is determined whether the count value of the time-saving counter is "0" (step AKS129). When the big win game state ends, the time-saving counter is set to a time-saving counter initial value that is predetermined in response to the big win type.
[0168] If the count value of the time-saving counter is other than "0" in response to step AKS129 (step AKS129; No), the count value of the time-saving counter is updated by subtracting 1 (step AKS130). Then, it is determined whether the count value of the time-saving counter after the update is "0" (step AKS131). If the count value after the update is "0" (step AKS131; Yes), data setting at the time-saving end is performed (step AKS132). The data setting at the time-saving end includes specifying a data table at the time-saving end and executing data set processing. The data table at the time-saving end only needs to include clear data for clearing the time-saving flag. As a result, the time-saving flag is cleared to the off state, and the high base control in the time-saving state as the high base state ends.
[0169] If the count value of the time-saving counter is "0" in response to step AKS129 (step AKS129; Yes), if the updated count value is other than "0" in response to step AKS131 (step AKS131; No), or after step AKS132, it is determined whether the special period performance designation value is 00 [H] or not (step AKS133). The special period performance designation value is a value stored in the special period performance buffer, and can be set to any value from 00 [H] to 0E [H], for example. When the big win game state ends, a value corresponding to the big win type or the presence or absence of a V win can be set as the special period performance designation value. When the game state is normal, the special period performance designation value is set to 00 [H].
[0170] When the special period performance designation value is 00 [H] in response to step AKS133 (step AKS133; Yes), the special symbol variation process ends. On the other hand, when the special period performance designation value is other than 00 [H] (step AKS133; No), the special period performance update setting is performed (step AKS134), and the special symbol variation process ends. In step AKS134, a special period performance setting table is specified to perform the special period performance update setting. The special period performance setting table includes table data for updating the performance state designation value based on the number of times the variable display is executed.
[0171] FIG. 9-19 shows an example of the configuration of the special period performance setting table AKT01. In the special symbol variation process shown in FIG. 9-18, in the special period performance update setting of step AKS134, the performance state selection designation value can be updated by referring to the special period performance setting table AKT01. The special period performance setting table AKT01 is composed of table data for setting the performance state selection designation value and the background designation command in association with the time-saving counter judgment value for each special period performance designation value. The time-saving counter judgment value for each special period performance designation value is compared with the count value of the time-saving counter, and if it matches any of the judgment values, the performance state selection designation value associated with that judgment value is stored in the performance state selection buffer, and command data indicating the background designation command associated with that judgment value is stored in the background designation command buffer or the like.
[0172] For example, when the special period effect designation value is 05 [H], if the time-saving counter count value matches the time-saving counter judgment value "63", the effect state selection designation value is updated to 03 [H], and command data indicating command 9503 [H] is stored as the background designation command. In the same case, if the time-saving counter count value matches the time-saving counter judgment value "62", the effect state selection designation value is updated to 07 [H] and command data indicating command 9506 [H] is stored as the background designation command, if the time-saving counter count value matches the time-saving counter judgment value "1", the effect state selection designation value is updated to 0C [H] and command data indicating command 9506 [H] is stored as the background designation command, and if the time-saving counter count value matches the time-saving counter judgment value "0", the effect state selection designation value is updated to 00 [H] and command data indicating command 9500 [H] is stored as the background designation command. When the count value of the time-saving counter becomes "0", the special period effect designation value is cleared and the value is initialized to 00 [H]. This allows the control of the effect state corresponding to the special period to end in response to the end of the time-saving control in the time-saving state as the high base state.
[0173] FIG. 9-20 is a flow chart showing an example of special symbol stop processing. In the special symbol stop processing, the CPU 103 judges whether the time value of the special symbol process timer is "0" or not (step AKS141). The special symbol process timer here is a timer initial value corresponding to the special symbol stop time set in step AKS124 of the special symbol change processing shown in FIG. 9-18. If the time value of the special symbol process timer is other than "0" (step AKS141; No), the time value of the special symbol process timer is updated by subtracting 1 (step AKS142), and the special symbol change processing ends. This causes the CPU 103 to wait until the special symbol stop time has elapsed.
[0174] If the time count value of the special symbol process timer is "0" corresponding to step AKS141 (step AKS141; Yes), it is determined whether the special symbol display result is "jackpot" or not (step AKS143). If the special symbol display result is "jackpot" (step AKS143; Yes), the special symbol process code is updated to 08 [H], which is a value corresponding to the processing before the opening of the large prize opening (step AKS144). In addition, the jackpot type designation value is read (step AKS145). At this time, the jackpot start performance initial value corresponding to the reading result of the jackpot type designation value is set as the initial value in the special symbol process timer (step AKS146). After that, the sending setting of the jackpot start designation command is performed (step AKS147), and the data before the first opening of the large prize opening is set (step AKS148), and the special symbol stop processing is terminated. The data setting before the first opening of the large prize opening includes the designation of a data table before the first opening of the large prize opening and the execution of a data set process. The data table before the first opening of the large prize opening includes clear data for clearing various data included in the targets to be cleared before the first opening of the large prize opening. The targets to be cleared before the first opening of the large prize opening include a hit flag, a time-saving flag, a time-saving counter, a probability-changing flag, a probability-changing counter, a performance state selection buffer, and a special period performance buffer. Of these, the time-saving flag and the time-saving counter are cleared, thereby ending the time-saving control in the time-saving state as the high base state. Also, the probability-changing flag and the probability-changing counter are cleared, thereby ending the probability-changing control in the probability-changing state as the high probability state.
[0175] When the special symbol display result is "miss" and not "jackpot" in response to step AKS143 (step AKS143; No), the special symbol process code is cleared and the stored value is initialized to 00 [H] (step AKS149). In addition, data setting after the miss stop is performed (step AKS150), and the special symbol stop processing ends. Data setting after the miss stop includes designation of the data table after the miss stop and execution of the data setting processing. The data table after the miss stop includes clear data for clearing various data included in the setting clear target after the miss stop. The setting clear target after the miss stop may include the demo display flag and the starting port winning designation value. The storage area corresponding to these is cleared by the data set processing included in the data setting after the miss stop, and each stored value is initialized to a value corresponding to "0". By clearing the demo display flag, standby command transmission setting, etc. can be performed in the special symbol normal processing. In addition, in response to the end of the special game, the starting gate winning designation value, which can identify whether it is the first special game or the second special game, is cleared and initialized to 00[H], which corresponds to "0".
[0176] FIG. 9-21 shows a setting example AKB02 at the start of a jackpot. In the special pattern stop process, the maximum number of times the jackpot opening is performed, the jackpot start command, the jackpot start performance time, and the jackpot start performance pattern can be set by the data setting before the first opening of the jackpot opening in step AKS148 based on the jackpot type designation value read out in step AKS145. The jackpot start designation command is set in the transmission setting in step AKS147. The data table before the first opening of the jackpot opening is composed of table data for setting the maximum number of times the jackpot opening is performed, the jackpot start command, the jackpot start performance time, and the jackpot start performance pattern in association with the jackpot type specified by the jackpot type designation value. The data indicating the maximum number of times the jackpot opening is performed set by the data setting before the first opening of the jackpot opening is stored in the maximum number of times the jackpot opening is performed buffer. The time data corresponding to the jackpot start performance time set by the data setting before the first opening of the jackpot opening is set as the timer initial value in the special symbol process timer. The jackpot start performance pattern may be set by the performance control CPU 120 of the performance control board 12, for example, based on a combination of a performance symbol designation command and a jackpot start designation command transmitted from the main board 11.
[0177] The maximum number of times the large prize opening port is opened corresponds to the upper limit number of rounds that can be executed in the jackpot game state. In the jackpot start setting example AKB02, the maximum number of times the large prize opening port is opened can be set to one of "02", "03", "04", "07", and "10" according to the type of jackpot. Therefore, the upper limit number of rounds in the jackpot game state is set to one of 2 rounds, 3 rounds, 4 rounds, 7 rounds, and 10 rounds. When the upper limit number of times is a 2-round jackpot game state, it is also called a 2-round jackpot. When the upper limit number of times is a 3-round jackpot game state, it is also called a 3-round jackpot. When the upper limit number of times is a 4-round jackpot game state, it is also called a 4-round jackpot. When the upper limit number of times is a 7-round jackpot game state, it is also called a 7-round jackpot. When the upper limit number of times is a 10-round jackpot game state, it is also called a 10-round jackpot.
[0178] In the jackpot start time setting example AKB02, the jackpot start performance time can be set to any of 100 milliseconds, 7500 milliseconds, 8000 milliseconds, and 14000 milliseconds. For example, the jackpot start performance time can be set to 100 milliseconds in correspondence with the jackpot types NA08 to NA11 and the jackpot types KA11 to KA14. In the jackpot type determination example AKD01 shown in FIG. 9-2, when the high base control is "Yes", it can be determined to be either of the jackpot types NA08 to NA11 and the jackpot types KA11 to KA15. On the other hand, when the high base control is "No", the jackpot types NA08 to NA11 and the jackpot types KA11 to KA14 are not determined. Therefore, the jackpot start performance time can be set to a shorter time when the special chart display result is "jackpot" during the period when high base control is being performed in the time-saving state as the high base state, than when the special chart display result is "jackpot" during the period when high base control is not being performed in the low base state. Alternatively, the jackpot start performance time can be set to 14000 milliseconds in response to the jackpot type KA15, and the jackpot start time can be set to a time shorter than 14000 milliseconds in response to other than the jackpot type KA15. In the jackpot type determination example AKD01 shown in Figure 9-2, when the high base control is "yes", the jackpot type KA15 can be determined at a predetermined rate, and when the high base control is "no", the jackpot type KA15 is not determined. Therefore, the jackpot start presentation time can be set to a longer time when the special chart display result is a "jackpot" during a period when high base control is being performed in a time-saving state in a high base state, than when the special chart display result is a "jackpot" during a period when high base control is not being performed in a low base state.
[0179] FIG. 9-22 is a flow chart showing an example of a jackpot end process. In the jackpot end process, the CPU 103 judges whether the time value of the special symbol process timer is "0" or not (step AKS161). The special symbol process timer here is set to a timer initial value corresponding to the jackpot end presentation time in the post-opening process of the jackpot opening selected by the special symbol process process. If the time value of the special symbol process timer is other than "0" (step AKS161; No), the time value of the special symbol process timer is updated by subtracting 1 (step AKS162), and the process ends. This causes the process to wait until the jackpot end presentation time has elapsed.
[0180] When the time count value of the special symbol process timer is "0" in response to step AKS161 (step AKS161; Yes), the special symbol process code is cleared and updated to the initial value 00 [H] (step AKS163). In addition, the jackpot type designation value is read (step AKS164), and the specific area passing flag is confirmed (step AKS165). The specific area passing flag is set to an ON state when the game ball passing through the V winning area 51 is detected by the specific area switch 24 in response to the execution of a round in the jackpot game state. In contrast, when the game ball does not pass through the V winning area 51 and is not detected by the specific area switch 24, the specific area passing flag is maintained in an OFF state.
[0181] After step AKS165, the state setting at the end of the jackpot (step AKS166), the command transmission setting at the end of the jackpot (step AKS167), and the data setting at the end of the jackpot (AKS168) are performed, and the process ends. The state setting at the end of the jackpot includes settings related to the game state and the performance state after the end of the jackpot game state, and may be capable of setting the time-saving flag and the time-saving counter initial value, the probability variable flag and the probability variable counter initial value, the special period performance designation value, and the performance state selection designation value, etc., in response to the type of jackpot and the presence or absence of V winning. The command transmission setting at the end of the jackpot may include the designation of the command table at the end of the jackpot and the execution of the command set process. The command table at the end of the jackpot includes table data for transmitting the performance control command at the end of the jackpot in response to the end of the jackpot game state. For example, the performance control command at the end of the jackpot may include the jackpot end designation command and the background designation command. The data setting at the end of the jackpot may include the specification of a data table at the end of the jackpot and the execution of a data set process. The data table at the end of the jackpot includes clear data for clearing various data included in the target for clearing at the end of the jackpot. The target for clearing at the end of the jackpot may include a demo display flag, a variable command designation buffer, a buffer for the maximum number of times the large prize opening is opened, a start prize opening designation value, and the like. The storage areas corresponding to these are cleared by the data set process included in the data setting at the end of the jackpot, and each stored value, etc., is initialized to a value corresponding to "0".
[0182] FIG. 9-23 shows a setting example AKB11 at the end of a jackpot. The setting example AKB11 at the end of a jackpot allows the time-saving counter initial value, the jackpot end presentation time, and the presentation state selection designated value to be set in accordance with the type of jackpot when the jackpot game state ends. The time-saving counter initial value can be set by the jackpot end state setting in step AKS166 of the jackpot end processing. The jackpot end presentation time and the presentation state selection designated value may be set in accordance with the update of the special symbol process code in the post-opening processing of the large prize winning opening selected by the special symbol process processing.
[0183] The time-saving counter initial value corresponds to the upper limit number of times that the variable display can be executed in the time-saving state as the high base state. In the example AKB11 of the setting at the end of the jackpot, the time-saving counter initial value can be set to one of "8", "70", "100", "570", and "10000" according to the type of the jackpot. Therefore, the upper limit number of times that the variable display can be executed in the time-saving state as the high base state is set to one of 8 times, 70 times, 100 times, 570 times, and 10000 times.
[0184] The initial value of the probability variable counter can be set to "70" when the specific area passing flag is on in response to a V win. In contrast, when the specific area passing flag is off in response to no V win, the initial value of the probability variable counter is set to "0". Therefore, the upper limit number of times that the variable display can be executed in the probability variable state as a high probability state is set to 70 times based on the establishment of the probability variable control condition due to the occurrence of a V win in the jackpot game state.
[0185] The upper limit number of variable displays that can be executed in the time-saving state as the high base state may be set to a common number of times or a different number of times compared to the upper limit number of variable displays that can be executed in the high probability state as the high probability state. For example, when the initial value of the time-saving counter is set to "8", the upper limit number of variable displays that can be executed in the time-saving state is 8 times, which is less than the upper limit number of variable displays that can be executed in the high probability state, which is 70 times. In contrast, when the initial value of the time-saving counter is set to either "570" or "10000", the upper limit number of variable displays that can be executed in the time-saving state is 570 times or 10000 times, which is greater than the upper limit number of variable displays that can be executed in the high probability state, which is 70 times. On the other hand, when the initial value of the time-saving counter is set to "70", the upper limit number of variable displays that can be executed in the time-saving state is a common number to the upper limit number of variable displays that can be executed in the high probability state, which is 70 times.
[0186] The initial value of the probability variable counter, "70", which can be set in response to the control of the probability variable state, is also included in the initial value of the time-saving counter which can be set in response to the control of the time-saving state, and becomes the first number of times that the variable display can be executed in the first state. When such an initial value of the probability variable counter and the time-saving counter are set to "70", the high probability high base state in which the high base control is performed together with the probability variable control becomes the first state that can be controlled until the first number of variable displays are executed after the end of the advantageous jackpot game state. In the example of the setting AKB11 at the end of the jackpot, when there is a V prize in the jackpot game state corresponding to any of the jackpot types NA05 to NA07 or the jackpot types KA02, KA04 to KA15, the initial value of the probability variable counter and the time-saving counter are set to "70", and the state is controlled to the high probability high base state as the first state after the end of the jackpot game state. However, in a jackpot game state in which the jackpot type corresponds to any of the jackpot types NA05 to NA07 included in the "normal" jackpot type, the operation of the distribution member which serves as the V winning opening opening member is controlled so that the game ball is less likely to pass through the V winning area 51.
[0187] The "10000" included in the time-saving counter initial value that can be set in response to the control of the time-saving state is the second number of times that the variable display can be executed in the second state. Therefore, when the probability variable counter initial value is "0" and the time-saving counter initial value is set to "10000", the low probability high base state in which there is no probability variable control and high base control is performed becomes the second state that can be controlled until the variable display is executed more than the first number of times after the end of the advantageous jackpot game state. In the jackpot end setting example AKB11, when there is no V winning in the jackpot game state corresponding to any of the jackpot types NA09 to NA11, the time-saving counter initial value is set to "10000", and the game is controlled to the low probability high base state as the second state after the end of the jackpot game state. Here, since the jackpot types NA09 to NA11 are included in the jackpot type "normal", the game ball is unlikely to pass through the V winning area 51 in the jackpot game state, and the probability variable counter initial value becomes "0" at a high rate.
[0188] In the jackpot end setting example AKB11, the jackpot end performance time can be set to one of 3500 milliseconds, 9500 milliseconds, or 48000 milliseconds, corresponding to the jackpot type. For example, the jackpot end performance time can be set to 3500 milliseconds, corresponding to the jackpot types NA08 to NA11 and the jackpot types KA11 to KA15. In the jackpot type determination example AKD01 shown in FIG. 9-2, when the high base control is "Yes", it can be determined to be one of the jackpot types NA08 to NA11 and the jackpot types KA11 to KA15. On the other hand, when the high base control is "No", the jackpot types NA08 to NA11 and the jackpot types KA11 to KA14 are not determined. Therefore, the jackpot end presentation time can be set to a shorter time when the special chart display result is a "jackpot" during a period when high base control is being performed in a time-saving state in a high base state, than when the special chart display result is a "jackpot" during a period when high base control is not being performed in a low base state.
[0189] In the jackpot end setting example AKB11, the presentation state selection designated value can be set to either 02 [H] or 06 [H] in accordance with the jackpot type. For example, the presentation state selection designated value can be set to 06 [H] in accordance with the jackpot types NA08-NA11 and KA11-KA15. In contrast, the presentation state selection designated value can be set to 02 [H] or 06 [H] in accordance with the jackpot types NA01-NA07 and KA01-KA10. In the jackpot type determination example AKD01 shown in FIG. 9-2, when the high base control is "yes", it can be determined to either the jackpot types NA08-NA11 or the jackpot types KA11-KA15. On the other hand, when the high base control is "no", the jackpot types NA08-NA11 and KA11-KA14 are not determined. Therefore, when the special chart display result is a "jackpot" during a period in a low base state in which high base control is not being performed, the presentation state selection designated value corresponding to the end of the jackpot game state may be set to the same value as when the special chart display result is a "jackpot" during a period in which high base control is being performed in a time-saving state in a high base state, or it may be set to a different value.
[0190] FIG. 9-24 shows a setting example AKB12 at the end of the jackpot. The setting example AKB12 at the end of the jackpot allows the jackpot end designation command, the special period performance designation value, and the post-jackpot background designation to be set in response to the jackpot types NA01 to NA11 whose jackpot types are included in "normal" when the jackpot game state ends. The jackpot end designation command can be set by the jackpot end command transmission setting in step AKS167 of the jackpot end processing shown in FIG. 9-22. The special period performance designation value can be set by the jackpot end state setting in step AKS166 of the jackpot end processing. The post-jackpot background designation can be set by the jackpot end data setting in step AKS168 of the jackpot end processing, and the command data indicating the background designation command is stored in the background designation command buffer or the like. In addition, the command sending setting at the end of the jackpot in step AKS167 of the jackpot end processing may be set to enable sending of a background designation command corresponding to the background designation after the jackpot.
[0191] For example, in the case where there is no V winning in the jackpot game state corresponding to the jackpot type NA01, the command A300[H] is sent as the jackpot end designation command, the special period performance designation value is set to 01[H], and the command data indicating the command 9502[H] is stored as the background designation command for the jackpot post-background designation. In contrast, in the case where there is a V winning in the jackpot game state corresponding to the jackpot type NA01, the command A300[H] is sent as the jackpot end designation command, the special period performance designation value is set to 02[H], and the command data indicating the command 9508[H] is stored as the background designation command for the jackpot post-background designation. In addition, in the case where there is no V winning in the jackpot game state corresponding to the jackpot type NA02, the command A301[H] is sent as the jackpot end designation command, the special period performance designation value is set to 03[H], and the command data indicating the command 9502[H] is stored as the background designation command for the jackpot post-background designation. In contrast, when there is a V win in the jackpot game state corresponding to the jackpot type NA02, command A307[H] is sent as the jackpot end command, the special period performance designation value is set to 04[H], and command data indicating 9503[H] is stored as the background designation command for the post-jackpot background designation. Settings corresponding to other jackpot types and the presence or absence of a V win are as shown in Figure 9-24.
[0192] FIG. 9-25 shows a setting example AKB13 at the end of a jackpot. The setting example AKB13 at the end of a jackpot allows the jackpot end designation command, the special period performance designation value, and the post-jackpot background designation to be set in correspondence with the jackpot types KA01 to KA15 whose jackpot types are included in the "probable change" when the jackpot game state ends. For example, when there is no V winning in the jackpot game state corresponding to the jackpot type KA01, the command A300[H] is sent as the jackpot end designation command, the special period performance designation value is set to 01[H], and the command data indicating the command 9502[H] as the background designation command for the post-jackpot background designation is stored. In contrast, when there is a V winning in the jackpot game state corresponding to the jackpot type KA01, the command A300[H] is sent as the jackpot end designation command, the special period performance designation value is set to 02[H], and command data indicating 9508[H] is stored as the background designation command for the jackpot post-background designation. In addition, when there is no V winning in the jackpot game state corresponding to the jackpot type KA02, the command A302[H] is sent as the jackpot end designation command, the special period performance designation value is set to 06[H], and command data indicating 9503[H] is stored as the background designation command for the jackpot post-background designation. In contrast, when there is a V winning in the jackpot game state corresponding to the jackpot type KA02, the command A302[H] is sent as the jackpot end designation command, the special period performance designation value is set to 05[H], and command data indicating 9503[H] is stored as the background designation command for the jackpot post-background designation. The settings for other types of jackpots and whether or not V is won are as shown in Figure 9-25.
[0193] FIG. 9-26 is a flow chart showing an example of the performance symbol variation start process. In the performance symbol variation start process, the performance control CPU 120 determines the final stop symbol, etc., which will be the confirmed performance symbol as the display result of the performance symbol (step AKS501). The performance control CPU 120 may determine the final stop symbol based on the variable display contents, such as the variable pattern indicated by the variable pattern designation command transmitted from the main board 11 and the variable display result corresponding to the jackpot type that can be specified from the performance symbol designation command. As an example, the variable display contents corresponding to the combination of the variable pattern and the variable display result may be "non-reach (miss)", "reach (miss)", "non-probability variable (jackpot)", and "probability variable (jackpot)".
[0194] According to the example AKB01 of the command setting for specifying the effect pattern shown in FIG. 9-17 and the example AKB02 of the command setting at the start of the jackpot shown in FIG. 9-21, each command for specifying the effect pattern can notify the following decision contents. In the case of command 8C01[H], the jackpot type is included in "normal" and it becomes a 3-round jackpot, in the case of command 8C02[H], the jackpot type is included in "normal" and it becomes a 3-round or 4-round jackpot, in the case of command 8C03[H], the jackpot type is included in "probable change" and it becomes a 2-round jackpot, in the case of command 8C04[H], the jackpot type is included in "probable change" and it becomes a 3-round jackpot, in the case of command 8C05[H], the jackpot type is included in "probable change" and it becomes a 3-round or 4-round jackpot, and in the case of command 8C06[H], the jackpot type is included in "probable change" and it becomes a 7-round jackpot. In addition, if the command 8C07[H] is entered, the jackpot type will be included in "Chika" and it will be a 10-round jackpot, if the command 8C08[H] is entered, the jackpot type will be included in "Chika" and it will be a 10-round jackpot, if the command 8C09[H] is entered, the jackpot type will be included in "Chika" and it will be a 3-round jackpot, if the command 8C0A[H] is entered, the jackpot type will be included in "Chika" and it will be a 3-round jackpot, if the command 8C0B[H] is entered, the jackpot type will be included in "normal" and it will be a 2-round jackpot, and if the command 8C0C[H] is entered, the jackpot type will be included in "normal" and it will be a 7-round jackpot.
[0195] When the variable display content is "non-reach (miss)", the variable display of the performance symbols does not become reach mode, the fixed performance symbols of the non-reach combination are displayed stationarily, and the display result of the variable display becomes "miss". When the variable display content is "reach (miss)", the variable display of the performance symbols becomes reach mode, and then the fixed performance symbols of the reach miss combination are displayed stationarily, and the display result of the variable display becomes "miss". When the variable display content is "non-probability change (jackpot)", the display result of the variable display becomes "jackpot", and it becomes difficult for a V win to occur in a jackpot game state. When the variable display content is "probability change (jackpot)", the display result of the variable display becomes "jackpot", and it becomes easier for a V win to occur in a jackpot game state.
[0196] When the variable display content is "non-reach (miss)", different (non-matching) performance patterns are determined as the final stop patterns in the "left" and "right" performance pattern display areas 5L and 5R. When the variable display content is "reach (miss)", the same (matching) performance patterns are determined as the final stop patterns in the "left" and "right" performance pattern display areas 5L and 5R. In this case, the center confirmed performance pattern displayed as stopped in the "center" performance pattern display area 5C on the screen of the image display device 5 among the confirmed performance patterns is determined as a performance pattern different from the confirmed performance patterns on the left and right. When the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)", the same (matching) performance patterns are determined as the final stop patterns in the "left", "center", and "right" performance pattern display areas 5L, 5C, and 5R. At this time, it is only necessary to determine whether the fixed performance pattern is a normal pattern (e.g., a performance pattern showing an even number) or a performance pattern showing a probability variable (e.g., a performance pattern showing an odd number) depending on whether the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)" and whether the promotion performance during the jackpot is executed or not. The promotion performance during the jackpot is a performance in which a combination of performance patterns (non-probability variable jackpot combination) that reminds one of a jackpot but does not remind one of a probability variable state is temporarily displayed on the image display device 5, and then notifies one of whether or not the probability variable state will be entered during the jackpot game state or at the end of the jackpot game state. When the variable display content is "non-probability variable (jackpot)", a fixed performance pattern is determined from among multiple types of normal patterns. Also, when the variable display content is "probability variable (jackpot)" and it is determined that the promotion performance during the jackpot is not executed, a fixed performance pattern is determined from among multiple types of probability variable patterns. On the other hand, when it is decided to execute the jackpot promotion effect even if the variable display content is "probability variable (jackpot)", a fixed effect pattern is selected from among a plurality of types of normal patterns. This prevents the jackpot promotion effect from being executed even if the fixed effect patterns are all derived and displayed, and thus prevents the player from feeling suspicious.
[0197] After the final stop symbol and the like are determined in step AKS501, it is determined whether the variation pattern indicated in the variation pattern designation command is for result display (step AKS502). In the probability variation state or time-saving state, when the number of executions of the variable display reaches 70 times, the result display can be executed. The result display is a display of information on the result of the game value acquired by the player, such as the total number of prize balls acquired by the player in the jackpot game state and the number of consecutive jackpots. The number of consecutive jackpots is also called the number of consecutive jackpots. In the failure variation pattern shown in FIG. 9-4, during the execution of the variable display by any one of the variation patterns PB1-6 to PB1-9 from the first final during time-saving to the fourth final during time-saving, the result display can be executed, and a value announcement can be executed to announce the result of the value acquired by the player. In the jackpot variation pattern shown in FIG. 9-5, when the variable display by either the variation pattern PB3-2 or the variation pattern PB3-9 is the 70th variable display in the probability variable state or the time-saving state, the result display may be performed during the execution of the variable display, and a value notification may be executed to notify the result of the value acquired by the player. In step AKS502, when the variable display is the 70th variable display in the probability variable state or the time-saving state, it may be determined that the variation patterns PB1-6 to PB1-9 and the variation patterns PB3-2 and PB3-9 are the variation patterns for the result display. The value notification may include the provision of information regarding any value acquired by the player.
[0198] If the variable pattern is for result display in response to step AKS502 (step AKS502; Yes), a result display control setting is performed (step AKS503). The result display control setting is a setting for controlling the execution of a result display that is a value notification during execution of the variable display. For example, the performance control CPU 120 may select a performance pattern provided for the result display and set the result display to be executable during execution of the variable display.
[0199] After step AKS503, it is determined whether the variation pattern is for a state notification effect (step AKS504). When a result display is performed during execution of a variable display, the state notification effect may or may not be executed. The state notification effect is an effect that notifies the player that the time-saving state continues even after the number of executions of the variable display reaches 70 times when the upper limit number of variable displays that can be executed in the time-saving state is 10,000 times. In the miss variation pattern shown in FIG. 9-4, a state notification effect is performed during execution of the variable display by the fourth and final variation pattern PB1-9 during the time-saving state, and a notification that the time-saving state is in a state where the upper limit number of variable displays that can be executed is 10,000 times can be executed. In step AKS504, it is sufficient to determine that the variation pattern is for a state notification effect in correspondence with the variation pattern PB1-9.
[0200] If the variable pattern is for a status notification presentation corresponding to step AKS504 (step AKS504; Yes), a status notification presentation control setting is performed (step AKS505). The status notification presentation control setting is a setting for controlling a presentation so that a notification by a status notification presentation can be executed while a variable display is being executed. For example, the presentation control CPU 120 may select a presentation pattern provided for a status notification presentation, and set the status notification presentation so that it can be executed while a variable display is being executed. The status notification presentation may include the display of a specific image, for example, a presentation image of a button display imitating push button 31B.
[0201] If the variation pattern is not for the result display corresponding to step AKS502 (step AKS502; No), if the variation pattern is not for the status left performance corresponding to step AKS504 (step AKS504; No), or following step AKS505, other variable display performances are determined (step AKS506). For example, the presence or absence of a preview performance and the preview performance pattern when executed may be determined. After that, a performance control pattern is determined (step AKS507). For example, the performance control CPU 120 selects one of a plurality of prepared performance control patterns (performance control pattern at the time of special chart variation) corresponding to the variation pattern indicated by the variation pattern designation command, and sets it as a usage pattern. In addition, the performance control CPU 120 may select a prepared performance control pattern (result display control pattern) corresponding to the execution of the result display and set it as a usage pattern. In response to the execution of the status notification performance, a prepared performance control pattern (status notification performance control pattern) may be selected and set as a usage pattern. In response to the execution of the preview performance, a prepared performance control pattern (preview performance control pattern) may be selected and set as the usage pattern. Note that the presenter is not limited to setting separate performance control patterns as the special chart change performance control pattern, the result display control pattern, the status notification performance control pattern, the preview performance control pattern, or some or all of these, and may set one performance control pattern corresponding to the combination of the execution settings of each performance.
[0202] Following step AKS507, the initial value of the performance control process timer is set in correspondence with the variation pattern designated by the variation pattern designation command (step AKS508). The performance control process timer is provided, for example, at a predetermined address in the RAM 102, and data indicating the time measurement value used for performance control can be stored and memorized. Also, a setting is made to start the variation of the performance pattern, etc. on the screen of the image display device 5 (step AKS509). At this time, for example, the display control data included in the performance control pattern (performance control pattern during special pattern variation) determined in step AKS507 may be used to start the variation of the performance pattern in each of the performance pattern display areas 5L, 5C, and 5R of "left", "middle", and "right" provided on the screen of the image display device 5. Accordingly, in correspondence with the start of the variable display, a setting is made to update the reserved display on the screen of the image display device 5 (step AKS510). Then, the performance process code is updated to 02 [H], which is a value corresponding to the performance pattern variation processing (step AKS511), and the performance pattern variation start processing ends.
[0203] FIG. 9-27 is a flow chart showing an example of processing during the change of the performance pattern. In the processing during the change of the performance pattern, the performance control CPU 120 judges whether or not the special pattern change time, which is the variable display time corresponding to the change pattern, has elapsed based on, for example, the measured value of the performance control process timer (step AKS521). In order to measure the variable display time, an update is performed, such as by subtracting 1 from the measured value of the performance control process timer. In step AKS521, it may be judged that the variable display time has elapsed when, for example, an end code is read out from the performance control pattern corresponding to the measured value of the performance control process timer after the update.
[0204] If the variable display time corresponding to step AKS521 has not elapsed (step AKS521; No), it is determined whether or not it is a preview performance period (step AKS522). The preview performance period may be predetermined, for example, in the performance control pattern (preview performance control pattern, etc.) determined in step AKS507 of the performance pattern variation start processing. If it is a preview performance period (step AKS522; Yes), control to execute the preview performance is performed (step AKS523).
[0205] If it is not the advance notice performance period in response to step AKS522 (step AKS522; No), or after the control by step AKS523, it is determined whether it is the result display period (step AKS524). The result display period may be predetermined, for example, in the performance control pattern (such as the result display control pattern) determined in step AKS507 of the performance pattern change start processing. If it is the result display period (step AKS524; Yes), control is performed to execute the result display (step AKS525). If it is not the result display period (step AKS524; No), or after the control by step AKS525, it is determined whether it is the status notification performance period (step AKS526). The status notification performance period may be predetermined, for example, in the performance control pattern (such as the status notification performance control pattern) determined in step AKS507 of the performance pattern change start processing. If it is the status notification performance period (step AKS526; Yes), control is performed to execute the status notification performance (step ASK527). In this way, by performing the control of step AKS525, it is possible to execute a result display that is a value notification during the variable display. Also, by performing the control of step AKS527, it is possible to execute a status notification performance that includes a notification that the second status is a low probability high base status during the variable display.
[0206] If it is not the state notification performance period in response to step AKS526 (step AKS526; No), or after the control in step AKS527, it is determined whether it is the reach performance period (step AKS528). The reach performance period may be determined in advance in the performance control pattern (such as the performance control pattern during special pattern variation) determined in step AKS507 of the performance pattern variation start processing. If it is the reach performance period (step AKS528; Yes), control is performed to execute the reach performance (step AKS529). If it is not the reach performance period (step AKS528; No), or after the control in step AKS529, control is performed to execute the performance during the variable display including the variable display operation of the performance pattern based on the settings in the performance control pattern determined in response to the variation pattern (step AKS530), and the processing during the performance pattern variation is terminated.
[0207] When the variable display time has elapsed in response to step AKS521 (step AKS521; Yes), it is determined whether or not a performance pattern determination command transmitted from the main board 11 has been received (step AKS531). At this time, if the performance pattern determination command has not been received (step AKS531; No), the performance pattern change processing is terminated and standby is performed. In addition, in response to the fact that a predetermined time has elapsed without receiving the performance pattern determination command after the variable display time has elapsed, it may be assumed that the performance pattern determination command was not received normally, and a predetermined error processing may be performed. When the performance pattern determination command has been received (step AKS531; Yes), control is performed to cause the final stop pattern, which is the display result in the variable display of the performance pattern, to be derived and displayed as a stop display (step AKS532). In addition, a predetermined time is set as a waiting time for receiving a jackpot start designation command (step AKS533). Then, the performance process code is updated to 03 [H], which is a value corresponding to the performance pattern change stop processing (step AKS534), and the performance pattern change processing is terminated.
[0208] Next, various control examples related to the characteristic part 23AK will be described. In the pachinko game machine 1, during a high base such as a time-saving state in which high base control is performed, a special symbol game using a first special symbol is executed, and the special symbol display result may be a "jackpot". Such a jackpot is also called a first special symbol jackpot during a high base. In this case, based on the jackpot type determination example AKD01 shown in FIG. 9-2, since the high base control is "yes", the jackpot type is determined to be one of the jackpot type NA08, which includes the jackpot type "normal", and the jackpot type KA11, KA15, which includes the jackpot type "probable change". In the jackpot end setting AKB11 shown in FIG. 9-23, in the case of the jackpot type NA08, the time-saving counter initial value "570" and the performance state selection designated value 06 [H] are set, and in the case of the jackpot type KA11, KA15, the time-saving counter initial value "70" and the performance state selection designated value 06 [H] are set. In addition, since the jackpot type NA08, which is included in the "normal" jackpot type, is unlikely to have a V entry, in the jackpot end setting example AKB12 shown in Figure 9-24, if there is no V entry for the jackpot type NA08, the special period performance designation value is set to 0C [H]. On the other hand, since the jackpot types KA11 and KA15, which are included in the "probable change" jackpot type, are likely to have a V entry, in the jackpot end setting example AKB13 shown in Figure 9-25, if there is a V entry for the jackpot types KA11 and KA15, the special period performance designation value is set to 07 [H].
[0209] FIG. 9-28 shows an example of the control of the performance state AKC01 based on the first special chart jackpot during the high base. When the first special chart jackpot during the high base is the jackpot type NA08, the special performance period designation value is set to 0C [H] in response to no V winning, the time-saving counter initial value is set to "570", and the performance state selection designation value is set to 06 [H]. After that, in response to the end of the variable display, the count value of the time-saving counter is updated by subtracting 1 by step AKS130 of the special pattern variation processing shown in FIG. 9-18. Accordingly, in step AKS133, it is determined that the special period performance designation value is other than 00 [H], and the special period performance update setting is performed in step AKS134. In the special period performance setting table AKT01 shown in Figure 9-19, when the special performance period designation value is 0C[H], when the time-saving counter count value becomes "566", the performance state selection designation value is updated to 08[H], when the time-saving counter count value becomes "501", the performance state selection designation value is updated to 09[H], when the time-saving counter count value becomes "500", the performance state selection designation value is updated to 0A[H], when the time-saving counter count value becomes "1", the performance state selection designation value is updated to 0B[H], and when the time-saving counter count value becomes "0", the performance state selection designation value is updated to 00[H] and initialized.
[0210] When the first special chart jackpot during the high base is either of the jackpot types KA11 and KA15, the special period performance designation value is set to 07 [H] in response to the presence of a V prize, the time-saving counter initial value is set to "70", and the performance state selection designation value is set to 06 [H]. After that, the time-saving counter count value is updated by subtracting 1 in response to the end of the variable display, and the special period performance update setting is performed. In the special period performance setting table AKT01 shown in FIG. 9-19, when the special performance period designation value is 07 [H], when the time-saving counter count value becomes "66", the performance state selection designation value is updated to 07 [H], when the time-saving counter count value becomes "1", the performance state selection designation value is updated to 0C [H], and when the time-saving counter count value becomes "0", the performance state selection designation value is updated to 00 [H] and initialized.
[0211] In the reference table AKA01 at the time of failure shown in FIG. 9-6(A), a reference table corresponding to the performance state selection designated value is designated, and a variation pattern can be determined using different reference tables. For example, when the performance state selection designated value is 06[H], the reference table TS02 is designated, when the performance state selection designated value is 07[H], the reference table TS03 is designated, when the performance state selection designated value is 09[H], the reference table TS05 is designated, when the performance state selection designated value is 0A[H], the reference table TS06 is designated, when the performance state selection designated value is 0B[H], the reference table TS07 is designated, and when the performance state selection designated value is 0C[H], the reference table TS08 is designated. In the reference table TS02 shown in FIG. 9-6(C), when the start-gate winning designated value is "2", either of the selection tables TB20 and TB21 associated with the second reserved memory number can be designated as the variation pattern type selection table. In the reference table TS03 shown in FIG. 9-6(D), when the start-port winning designation value is "2", either of the selection tables TB22 and TB23 associated with the second reserved memory number can be designated as the variation pattern type selection table. In this way, the variation pattern can be determined by using the variation pattern type selection table composed of different table data corresponding to the performance state selection designation value.
[0212] In the pachinko game machine 1, during a high base such as a time-saving state in which high base control is performed, a special symbol game using a second special symbol may be executed, and the special symbol display result may be a "jackpot". Such a jackpot is also called a second special symbol jackpot during a high base. In this case, based on the jackpot type determination example AKD01 shown in FIG. 9-2, the jackpot type is determined to be one of the jackpot types NA09 to NA11, which are included in the "normal" jackpot type, and the jackpot types KA12 to KA15, which are included in the "probable change" jackpot type. In the jackpot end setting AKB11 shown in FIG. 9-23, the time-saving counter initial value "10000" and the performance state selection designated value 06 [H] are set in the case of the jackpot types NA09 to NA11, and the time-saving counter initial value "70" and the performance state selection designated value 06 [H] are set in the case of the jackpot types KA12 to KA15. In addition, since the jackpot types NA09 to NA11 included in the "normal" jackpot type are unlikely to have a V win, in the jackpot end setting example AKB12 shown in Figure 9-24, if there is no V win for the jackpot types NA09 to NA11, the special period performance designation value is set to 0E [H]. On the other hand, since the jackpot types KA12 to KA15 included in the "probable change" jackpot type are likely to have a V win, in the jackpot end setting example AKB13 shown in Figure 9-25, if there is a V win for the jackpot types KA12 to KA15, the special period performance designation value is set to 07 [H].
[0213] Figure 9-29 shows an example of the control of the presentation state AKC02 based on the second special chart jackpot during the high base. When the second special chart jackpot during the high base is of the jackpot type NA09 to NA11, the special presentation period designation value is set to 0E [H] in response to no V winning, the time-saving counter initial value is set to "10000", and the presentation state selection designation value is set to 06 [H]. After that, the count value of the time-saving counter is updated by subtracting 1 in response to the end of the variable display, and the special period presentation update setting is performed. In the special period effect setting table AKT01 shown in Figure 9-19, when the special effect period designation value is 0E[H], when the time-saving counter count value reaches "9996", the performance state selection designation value is updated to 08[H], when the time-saving counter count value reaches "9931", the performance state selection designation value is updated to 0D[H], when the time-saving counter count value reaches "9930", the performance state selection designation value is updated to 0E[H], and when the time-saving counter count value reaches "0", the performance state selection designation value is updated to 00[H] and initialized.
[0214] When the high base second special chart jackpot is of jackpot type KA12 to KA15, the special period performance designation value is set to 07 [H] in response to the presence of a V prize, the time-saving counter initial value is set to "70", and the performance state selection designation value is set to 06 [H]. After that, the time-saving counter count value is updated by subtracting 1 in response to the end of the variable display, and the special period performance update setting is performed. In the special period performance setting table AKT01 shown in FIG. 9-19, when the special performance period designation value is 07 [H], when the time-saving counter count value becomes "66", the performance state selection designation value is updated to 07 [H], when the time-saving counter count value becomes "1", the performance state selection designation value is updated to 0C [H], and when the time-saving counter count value becomes "0", the performance state selection designation value is updated to 00 [H] and initialized.
[0215] Based on the fact that the second special chart jackpot during the high base was the jackpot type NA09-NA11, it is controlled to a low probability high base state, and when the 69th variable display ends, the count value of the time-saving counter is updated to "9931". As a result, the performance state selection designation value is updated to 0D[H], and then when the 70th variable display starts, the special chart display result corresponds to "miss", and the reference table TS09 is designated in the miss reference table AKA01 shown in FIG. 9-6(A). The reference table TS09 shown in FIG. 9-7(E) allows the table TB15 to be designated as a variation pattern type selection table regardless of the start port winning designation value, the first reserved memory number, and the second reserved memory number. The table TB15 shown in FIG. 9-10(F) can select only the variation pattern type CB1-9. In the case of the variation pattern type CB1-9 shown in FIG. 9-14(I), only the variation pattern PB1-9 can be determined. In this way, the variable pattern PB1-9 can be determined in response to the 70th variable display in the low probability high base state in which the time-saving counter initial value is "10000".
[0216] Based on the fact that the second special chart jackpot during the high base was the jackpot type KA12-KA15, it is controlled to a high probability high base state, and when the 69th variable display ends, the count value of the time-saving counter is updated to "1". As a result, the performance state selection designation value is updated to 0C[H], and when the 70th variable display starts, the special chart display result corresponds to "miss", and the reference table TS08 is designated in the miss reference table AKA01 shown in FIG. 9-6(A). The reference table TS08 shown in FIG. 9-7(D) allows the table TB14 to be designated as a variation pattern type selection table regardless of the start port winning designation value, the first reserved memory number, and the second reserved memory number. The table TB14 shown in FIG. 9-10(E) can select only the variation pattern type CB1-8. In the case of the variation pattern type CB1-8 shown in FIG. 9-14(H), only the variation pattern PB1-8 can be determined. In this way, the variable pattern PB1-8 can be determined in response to the 70th variable display on the high probability high base where the time-saving counter initial value is "70".
[0217] FIG. 9-30(A) shows a variable display control example AKC11 corresponding to the presentation state selection designation value 0C[H], 0D[H]. When the presentation state selection designation value is 0C[H], the game state is a high probability high base state, and if the variable display result including the special chart display result is a "miss", it can be determined only to the variation pattern type CB1-8 and can be determined only to the variation pattern PB1-8. In the configuration example of the miss variation pattern shown in FIG. 9-4, the variation pattern PB1-8 is set to a special chart variation time of 12500 milliseconds corresponding to the third final during the time reduction. On the other hand, when the presentation state selection designation value is 0D[H], the game state is a low probability high base state, and if the variable display result including the special chart display result is a "miss", it can be determined only to the variation pattern type CB1-9 and can be determined only to the variation pattern PB1-9. In the example of the miss fluctuation pattern configuration shown in Figure 9-4, the fluctuation pattern PB1-9 corresponds to the fourth final during the time-saving period, and the special chart fluctuation time is set to 29,900 milliseconds.
[0218] In step AKS502 of the effect pattern change start processing shown in FIG. 9-26, in both the change patterns PB1-8 and PB1-9, it is determined that the change pattern is for result display, and the result display control setting is performed in step AKS503. Based on this setting, in step AKS525 of the effect pattern change processing shown in FIG. 9-27, control is performed to execute the result display, and the result display as a value notification that notifies the result of the value acquired by the player can be executed. In addition, in step AKS504 of the effect pattern change start processing shown in FIG. 9-26, in the case of the change pattern PB1-9, it is determined that the change pattern is for status notification effect, and the status notification effect control setting is performed in step AKS505. Based on this setting, in step AKS527 of the processing during the change in the performance pattern shown in Figure 9-27, control is performed to execute a status notification performance, and a notification is issued to the effect that the time-saving counter initial value is in a low-probability high-base state based on the setting of "10000."
[0219] As described above, the low-probability high base state and the high-probability high base state in which the special game using the second special symbol is more likely to be executed by the high base control than the normal state include, for example, a high-probability high base state in which the time-saving counter initial value can be controlled until 70 variable displays corresponding to "70" as the first number are executed after the end of the jackpot game state in response to the jackpot types KA12 to KA15, and a low-probability high base state in which the time-saving counter initial value can be controlled until 10,000 variable displays corresponding to "10,000" as the second number, which is greater than the first number, are executed after the end of the jackpot game state in response to the jackpot types NA09 to NA11. At this time, the high-probability high base state corresponds to the first state, and the low-probability high base state corresponds to the second state. Of these, the variable pattern PB1-8 can be determined in response to the variable display execution number being "70" as the first number during the high-probability high base state, and the variable pattern PB1-9 can be determined in response to the variable display execution number being "70" as the first number during the low-probability high base state. At this time, the variable pattern PB1-8 corresponds to the first variable display pattern, and the variable pattern PB1-9 corresponds to the second variable display pattern. Then, during the variable display by the variable pattern PB1-8, a result display that is a value notification is executed. Also, during the variable display by the variable pattern PB1-9, a result display that is a value notification and a state notification performance including a notification regarding a low probability low base state are executed. Here, when comparing the special chart fluctuation time, 29900 milliseconds in the variable pattern PB1-9 are longer than 12500 milliseconds in the variable pattern PB1-8. As a result, the special chart fluctuation time and notification contents are made different between the variable pattern PB1-8 corresponding to the first variable display pattern and the variable pattern PB1-9 corresponding to the second variable display pattern, thereby improving the game interest regarding the variable display.
[0220] In addition, when the number of times of variable display is "70" as the first number during the high probability high base state corresponding to the first state and during the low probability high base state corresponding to the second state, the variable pattern can be determined using table data of the variable pattern determination table which is different determination data corresponding to the variable pattern type CB1-8 and the variable pattern type CB1-9, respectively. In this way, since the variable pattern is determined using different determination data, the 70th variable display corresponding to the first number can be appropriately executed, and the game interest regarding the variable display can be improved.
[0221] In the variable display control example AKC11, when the number of executions of the variable display is "70" as the first number in the high probability high base state corresponding to the first state, the variable pattern PB1-8 that can be determined in response to the special chart display result of "miss" corresponds to the first non-specific pattern. Also, when the number of executions of the variable display is "70" as the first number in the low probability high base state corresponding to the second state, the variable pattern PB1-9 that can be determined in response to the special chart display result of "miss" corresponds to the second non-specific pattern. And, the variable pattern PB1-8 corresponding to the first non-specific pattern has a special chart fluctuation time of 12500 milliseconds, and the variable pattern PB1-9 corresponding to the second non-specific pattern has a special chart fluctuation time of 29900 milliseconds, which is more than twice as long. In both cases of the variable patterns PB1-8 and PB1-9, since they are result display fluctuation patterns, a result display that is a value notification is executed during each variable display. Furthermore, in the case of the variable pattern PB1-9, since it is a variable pattern for state notification performance, notification that it is in the low probability high base state as the second state during the variable display is executed. This allows the 70th variable display corresponding to the first number to be executed appropriately, thereby improving the game interest regarding the variable display.
[0222] Figure 9-30(B) shows a jackpot control example AKC12 corresponding to the jackpot types NA09 to NA11 and the jackpot types KA12 to KA15. In the jackpot start setting example AKB02 shown in Figure 9-21, the maximum number of times the large prize opening is opened is set to "02" corresponding to the jackpot type NA09, "04" corresponding to the jackpot type NA10, "07" corresponding to the jackpot type NA11, "02" corresponding to the jackpot type KA12, "04" corresponding to the jackpot type KA13, "07" corresponding to the jackpot type KA14, and "10" corresponding to the jackpot type KA15. In addition, in the jackpot end time setting example AKB11 shown in FIG. 9-23, the time-saving counter initial value is set to "10000" corresponding to the jackpot types NA09 to NA11, and to "70" corresponding to the jackpot types KA12 to KA15. The time-saving counter initial value is set to "10000" only when the jackpot types are any of NA09 to NA11, and is not set for other jackpot types. In the jackpot type determination example AKD01 shown in FIG. 9-2, the jackpot types NA09 to NA11 can be determined in response to "Yes" where high base control is performed and the start port winning designated value "2" where the special pattern game using the second special pattern is executed. In contrast, the jackpot types NA09 to NA11 are not determined in response to "No" where high base control is not performed and the start port winning designated value "2". In addition, when the high base control is "off" or "on", the jackpot type is not determined to be NA09 to NA11, corresponding to the starting port winning designated value "1" where the special game using the first special symbol is executed.
[0223] As described above, during a high base such as a time-saving state in which high base control is being performed, the time-saving counter initial value may be controlled to a low-probability high base state as the second state corresponding to the setting of "10000" based on the special symbol display result of the special symbol game using the second special symbol being a "jackpot". On the other hand, during a low base in which high base control is not being performed, there is no case where the time-saving counter initial value is controlled to a low-probability high base state as the second state based on the special symbol display result of the special symbol game using the second special symbol being a "jackpot". Also, in the case of a high base and a low base, there is no case where the time-saving counter initial value is controlled to a low-probability high base state as the second state based on the special symbol display result of the special symbol game using the first special symbol being a "jackpot". In this way, the game interest regarding the variable display can be improved by the control corresponding to the presence or absence of high base control and the special symbol whose display result is a "jackpot".
[0224] In the jackpot control example AKC12, the maximum number of times the large prize opening is set to "10" is the case of the jackpot type KA15. In the cases of the other jackpot types NA09 to NA11 and jackpot types KA12 to KA14, the maximum number of times the large prize opening is opened is less than "10". The jackpot types NA09 to NA11 and the jackpot types KA12 to KA15 can all be determined in response to "Yes" where high base control is performed and the start port winning designated value "2" where the special game using the second special symbol is executed. In this way, the jackpot game state that can be controlled based on the special symbol display result of the special symbol game using the second special symbol becoming "jackpot" during the high base such as the time-saving state in which the high base control is performed includes the first jackpot game state corresponding to the jackpot type KA15 which is a 10-round jackpot, and the second jackpot game state corresponding to the jackpot types NA09 to NA11 and KA12 to KA14 which have fewer rounds than the 10-round jackpot. After the first jackpot game state corresponding to the jackpot type KA15 ends, the time-saving counter initial value may be controlled to a high-probability high base state as the first state based on the setting of "70", and there is no case where the time-saving counter initial value is controlled to a low-probability high base state as the second state based on the setting of "10000". In contrast, after the end of the second jackpot game state corresponding to the jackpot types NA09 to NA11 and the jackpot types KA12 to KA14, there are cases where the time-saving counter initial value is controlled to a high-probability high base state as the first state based on the setting of "70", and cases where the time-saving counter initial value is controlled to a low-probability high base state as the second state based on the setting of "10000". As a result, in the case of a second jackpot game state with a small number of rounds, the time-saving counter initial value may be controlled to a low-probability high base state with a large number of rounds as the second state, which prevents the player from being disadvantaged and increases the game interest regarding the variable display.
[0225] In the jackpot control example AKC12, the maximum number of times the large prize opening is opened is set to "10" in the case of the jackpot type KA15, the maximum number of times the large prize opening is opened is set to "07" in the case of the jackpot types NA11 and KA14, and the maximum number of times the large prize opening is opened is set to "04" in the case of the jackpot types NA10 and KA13. Among these, the jackpot game state in the case of the jackpot type KA15 corresponds to the first jackpot game state, the jackpot game state in the case of the jackpot types NA11 and KA14 corresponds to the second jackpot game state which has fewer rounds than the first jackpot game state, and the jackpot game state in the case of the jackpot types NA10 and KA13 corresponds to the third jackpot game state which has fewer rounds than the second jackpot game state. The jackpot types NA10, NA11 and the jackpot types KA13 to KA15 can be determined in accordance with "Yes" where high base control is performed and the start port winning designated value "2" where the special symbol game using the second special symbol is executed. In this way, the jackpot game state that can be controlled based on the special symbol display result of the special symbol game using the second special symbol becoming "jackpot" during the high base such as the time-saving state where the high base control is performed includes the first jackpot game state corresponding to the jackpot type KA15 which is a 10-round jackpot, the second jackpot game state corresponding to the jackpot types NA11, KA14 which are 7-round jackpots with fewer rounds than the 10-round jackpot, and the third jackpot game state corresponding to the jackpot types NA10, KA13 which are 4-round jackpots with fewer rounds than the 7-round jackpot. After the first jackpot game state corresponding to the jackpot type KA15 ends, the time-saving counter initial value may be controlled to a high-probability high base state as the first state based on the setting of "70", and there is no case where the time-saving counter initial value is controlled to a low-probability high base state as the second state based on the setting of "10000". In contrast, after the second jackpot game state corresponding to the jackpot types NA10, NA11 and the jackpot types KA13, KA14 ends, there are cases where the time-saving counter initial value is controlled to a high-probability high base state as the first state based on the setting of "70", and cases where the time-saving counter initial value is controlled to a low-probability high base state as the second state based on the setting of "10000".The high base determination rate of the jackpot type KA13 is 25%, which is lower than the high base determination rate of the jackpot type KA14, which is 31%. On the other hand, the high base determination rates of the jackpot types NA10 and NA11 are both 2%. Therefore, after the end of the third jackpot game state corresponding to a 4-round jackpot, the second state can be controlled to a low-probability high-base state based on the setting of the time-saving counter initial value of "10000" at a higher rate than after the end of the second jackpot game state corresponding to a 7-round jackpot. As a result, in the third jackpot game state with a small number of rounds, the second state can be controlled to a low-probability high-base state with a large time-saving counter initial value at a higher rate, which prevents the player from suffering a disadvantage and improves the game interest regarding the variable display.
[0226] In the jackpot reference table TS21 shown in FIG. 9-8, when the performance state selection designation value is 07 [H], if the jackpot type is either NA10 or KA13, table TB32 is designated as the variation pattern type selection table, and if the jackpot type is either NA11 or KA14, table TB33 is designated as the variation pattern type selection table. The table TB32 shown in FIG. 9-11 (F) can select only the variation pattern type CB3-3. The table TB33 shown in FIG. 9-11 (G) can select only the variation pattern type CB3-4. In this way, in the case of a 4-round jackpot corresponding to the jackpot type NA10 and the jackpot type KA13, the variation pattern is determined using the variation pattern determination table in the variation pattern type CB3-3 shown in FIG. 9-15 (C). In addition, in the case of a 7-round jackpot corresponding to the jackpot type NA11 and the jackpot type KA14, the fluctuation pattern is determined using the fluctuation pattern determination table in the fluctuation pattern type CB3-4 shown in FIG. 9-15(D). Therefore, in the case of being controlled to a high-probability high base state as the first state after the end of the second jackpot game state corresponding to a 7-round jackpot, and in the case of being controlled to a low-probability high base state as the second state, the fluctuation pattern can be determined using the table data constituting the fluctuation pattern determination table in the common fluctuation pattern type CB3-4. In addition, in the case of being controlled to a high-probability high base state as the first state after the end of the third jackpot game state corresponding to a 4-round jackpot, and in the case of being controlled to a low-probability high base state as the second state, the fluctuation pattern can be determined using the table data constituting the fluctuation pattern determination table in the common fluctuation pattern type CB3-3. Here, the table data constituting the fluctuation pattern determination table in the fluctuation pattern type CB3-4 corresponds to the first data, and the table data constituting the fluctuation pattern determination table in the fluctuation pattern type CB3-3 corresponds to the second data. In this way, by determining the fluctuation pattern using data corresponding to a common fluctuation pattern type, the commonality of the variable display is increased, making it difficult to recognize whether the state is a high probability high base state or a low probability high base state, thereby improving the interest in the game regarding the variable display.
[0227] FIG. 9-30(C) shows a jackpot performance control example AKC13 corresponding to the jackpot types NA09 to NA11 and the jackpot types KA12 to KA15. In the jackpot performance control example AKC13, as in the jackpot control example AKC12, the number of times the jackpot opening is set to "10" is the case of the jackpot type KA15, the number of times the jackpot opening is set to "07" is the case of the jackpot types NA11 and KA14, and the number of times the jackpot opening is set to "04" is the case of the jackpot types NA10 and KA13. Among these, the jackpot game state when the jackpot type is KA15 corresponds to the first jackpot game state, the jackpot game state when the jackpot type is NA11 or KA14 corresponds to the second jackpot game state with fewer rounds than the first jackpot game state, and the jackpot game state when the jackpot type is NA10 or KA13 corresponds to the third jackpot game state with fewer rounds than the second jackpot game state. In the jackpot start setting example AKB02 shown in Figure 9-21, the jackpot start performance pattern is set to a common pattern APA33 corresponding to the jackpot types NA10 and KA13, and a common pattern APA34 corresponding to the jackpot types NA11 and KA14, respectively. Therefore, when the second jackpot game state corresponding to a 7-round jackpot is started, the jackpot start performance can be executed by the common jackpot start performance pattern APA34 in the case where the state is controlled to a high-probability high base state as the first state after the end of the jackpot game state and in the case where the state is controlled to a low-probability high base state as the second state after the end of the jackpot game state. Also, when the third jackpot game state corresponding to a 4-round jackpot is started, the jackpot start performance can be executed by the common jackpot start performance pattern APA33 in the case where the state is controlled to a high-probability high base state as the first state after the end of the jackpot game state and in the case where the state is controlled to a low-probability high base state as the second state after the end of the jackpot game state. In this way, by executing the jackpot start performance by the common jackpot start performance pattern, it is difficult to recognize whether the state is a high-probability high base state or a low-probability high base state when the jackpot start performance is executed, and the game interest regarding the variable display can be improved.
[0228] In the jackpot performance control example AKC13, the performance pattern during the jackpot is set to a common pattern APB33 corresponding to the jackpot types NA10 and KA13, and to a common pattern APB34 corresponding to the jackpot types NA11 and KA14. Therefore, in the second jackpot gaming state corresponding to a 7-round jackpot, when the jackpot gaming state is controlled to a high-probability high base state as the first state after the end of the jackpot gaming state, and when the jackpot gaming state is controlled to a low-probability high base state as the second state after the end of the jackpot gaming state, a performance during the jackpot can be executed by the common performance pattern APB34 during the jackpot. Also, in the third jackpot gaming state corresponding to a 4-round jackpot, when the jackpot gaming state is controlled to a high-probability high base state as the first state after the end of the jackpot gaming state, and when the jackpot gaming state is controlled to a low-probability high base state as the second state after the end of the jackpot gaming state, a performance during the jackpot can be executed by the common performance pattern APB33 during the jackpot. The jackpot performance by the jackpot performance pattern APB33 and the jackpot performance by the jackpot performance pattern APB34 may include performances executed corresponding to rounds executable in accordance with the respective jackpot game states. Therefore, when a round is executed in the second jackpot game state corr...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A movable body, A light emitter; An operation means operable by a player; A sound output means; A performance execution means capable of executing a specific performance capable of informing the player that the game is controlled to the advantageous state, an operation performance that prompts the player to operate the operation means in the specific performance, a movable body performance that operates the movable body, and a result notification performance and a post-event performance that are executed after the movable body performance; Equipped with The advantageous state includes a first advantageous state and a second advantageous state that is more advantageous to the player than the first advantageous state, The performance execution means includes: As the specific performance, a first specific performance displaying a specific character, a second specific performance displaying a special character, and a third specific performance displaying neither the specific character nor the special character can be executed; As the post-event performance, a first post-event performance that displays the specific character, a second post-event performance that displays the special character, and a third post-event performance that is a performance mode related to the third specific event and does not display either the specific character or the special character can be executed; After executing the result notification performance in the first specific performance, execute the first post-event performance in the first specific performance; After executing the result notification performance in the second specific performance, execute the second post-event performance in the second specific performance; After executing the result notification performance in the third specific performance, execute the third post-event performance in the third specific performance; As the operation performance, a first operation performance for executing the operation performance in the first specific performance can be executed, As the operation performance, a second operation performance that executes the operation performance in the second specific performance can be executed, As the movable body performance, a first movable body performance that executes the movable body performance in the first specific performance can be executed, As the movable body performance, a second movable body performance that executes the movable body performance in the second specific performance can be executed, As the result notification performance, a first result notification performance that executes the result notification performance in the first specific performance can be executed, As the result notification performance, a second result notification performance that executes the result notification performance in the second specific performance can be executed, It is possible to make the light-emitting body emit light in the post-event performance, the operation performance, the movable body performance, and the result notification performance, The sound output means can output a performance sound in the post-event performance, the operation performance, the movable body performance, and the result notification performance, In the first post-event performance, the light-emitting body can be illuminated in a light-emitting pattern common to the second post-event performance, In the third post-performance, the light-emitting body can be illuminated with a light-emitting pattern different from that in the first post-performance and the second post-performance, In the first operation performance, the performance sound can be output from the sound output means using a sound output pattern common to the second operation performance, In the first movable body performance, The light-emitting body can be illuminated by a light-emitting pattern common to the second movable body performance, The effect sound can be output from the sound output means using a sound output pattern common to the second movable body effect, In the first result notification performance, it is possible to cause the light-emitting body to emit light in a light-emitting pattern common to the second result notification performance, The proportion of the second advantageous state is different depending on which of the first specific performance, the second specific performance, and the third specific performance is executed. A gaming machine characterized by:
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