Pachinko machine
The gaming machine addresses the need to enhance player engagement by implementing a transition determination mechanism that allows for special game states and notification games based on specific conditions, resulting in improved player motivation and engagement.
Patent Information
- Application Number
- JP2020080126
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-04-30
- Publication Date
- 2025-06-03
- Estimated Expiration
- 2040-04-30
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and motivation by providing dynamic and attention-grabbing experiences.
The gaming machine incorporates a transition determination mechanism that allows for a special game state based on specific conditions, including predetermined winning ports, display means for notification games, and holding mechanisms to execute notification games upon ball entry, with adjustable probabilities for transitioning to the special game state.
This solution enhances player engagement by creating dynamic and attention-grabbing experiences through notification games and special game states, thereby improving overall gaming motivation.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] Some gaming machines, such as pachinko machines, reserve the right to play a game with a first special symbol (first special symbol game) triggered by the entry of a game ball into a first winning slot. In such gaming machines, when a predetermined reservation (for example, a reservation in which the result of a jackpot lottery is a jackpot or a reservation with a long variable display time) occurs, the same, similar, or similar performance (reservation consecutive performance) that clearly indicates or suggests the expectation (expectation of a jackpot) that the result of the jackpot lottery for the predetermined reservation is a jackpot is executed consecutively for a predetermined number of first special symbol games for a predetermined number of reservations at the time the predetermined reservation occurs.
[0003] Also, some gaming machines are equipped with a second winning port into which a game ball can enter by opening an electric device such as an electric tulip, and a game with a second special symbol (second special symbol game) triggered by the game ball entering the second winning port is executed in priority over a first special symbol game for the game ball entering the first winning port. In such gaming machines, when a jackpot symbol stops or a reach occurs in the second special symbol game, a performance (second special symbol special performance) is executed that clearly indicates or suggests that a special bonus (for example, execution of a special jackpot game after the end of the second special symbol game) will be granted. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2020-014640 A Summary of the Invention [Problem to be solved by the invention]
[0005] By the way, as for a gaming machine, it is important to enhance the degree of attention and interest in the game and improve the player's gaming motivation.
[0006] An object of the present invention is to provide a gaming machine capable of enhancing the degree of attention and interest in the game and improving the player's gaming motivation.
Means for Solving the Problems
[0007] The gaming machine according to the present invention transition determination means (41) for performing a transition determination (big win lottery) as to whether or not to transition to a special game state (big win game state) in which a special game (big win game) advantageous to the player is executed based on the establishment of a determination condition; predetermined winning ports (314, 315) for establishing the determination condition upon the entry of a game ball; display means (341) for displaying a notification game (first special figure game or second special figure game) for notifying the result of the transition determination by the transition determination means (41); holding means (41) capable of holding the right to execute the notification game (first special figure game or second special figure game) executed upon the entry of a game ball into the predetermined winning port (314, 315), and the transition determination means (41) makes the transition determination in a first determination state (normal game state) in which the probability of determining to transition to the special game state is a first probability, or a second determination state (probability variable game state) in which the probability of determining to transition to the special game state is a second probability higher than the first probability, the predetermined winning ports (314, 315) include a first winning port (314) and a second winning port (315) different from the first winning port (314) that can be switched between a permitted state in which the entry of a game ball is permitted and a restricted state in which the entry of a game ball is restricted, the gaming machine As the notification game (the first special figure game or the second special figure game), there is provided a notification game execution means for executing a first notification game (the first special figure game) triggered by the entry of a game ball into the first winning opening (314) and a second notification game (the second special figure game) triggered by the entry of a game ball into the second winning opening (315). The notification game execution means means for continuously displaying a specific effect image (for example, an image of a chance symbol effect) on the display means (341) for a predetermined number of times of the first notification game (the first special figure game) in the first determination state (normal game state); means (51) for displaying the specific effect image on the display means (341) in a predetermined number of predetermined second notification games (the second special figure game triggered by the entry of a game ball into the second winning opening 315 at the time of short opening) in the first determination state (normal game state); continuously displaying the specific effect image on the display means (341) in a specific first notification game (the first special figure game executed for the hold of the first special figure game after the end of the second special figure game) executed after the end of the predetermined second notification game (the second special figure game); characterized in that when a specific condition is satisfied in the specific first notification game (the first special figure game), the specific effect image (for example, an image of a chance symbol effect) displayed on the display means (341) can be switched to a predetermined effect image (for example, an image of a same-color symbol effect) different from the specific effect image.
Brief Description of the Drawings
[0008]
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[0009] Hereinafter, with reference to the accompanying drawings, the first to seventh embodiments of the present invention will be described to facilitate understanding of the present invention. Further, each of the following embodiments is an example embodying the present invention and does not limit the technical scope of the present invention.
[0010] [First Embodiment] First, with reference to FIGS. 1 to 47, the gaming machine 10 according to the first embodiment of the present invention will be described.
[0011] [Schematic Configuration of Gaming Machine 10] Here, FIG. 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are developed views of the gaming machine 10, and FIG. 4 is a front view of the game board 31 of the gaming machine 10. Hereinafter, the expressions of front, rear, left, right, upper, and lower used in the present embodiment are defined by the front-rear direction D1, the vertical direction D2, and the left-right direction D3 shown in FIGS. 1 to 3.
[0012] As shown in FIGS. 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a game hall by fixing the outer frame 14 to an island facility (not shown) in the game hall. In the present embodiment, a pachinko gaming machine is taken as an example of the gaming machine for description. However, the present invention is also applicable to other gaming machines such as a rotary gaming machine (slot machine), an arranged ball gaming machine, and a jan ball gaming machine.
[0013] [Configuration of Front Frame 11] The front frame 11 is openable and closable with respect to the outer frame 14 by being rotatably supported at the left end by the outer frame 14. Further, the inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11. Furthermore, the back pack unit 13 is openable and closable with respect to the inner frame 12 by being rotatably supported at the left end by the inner frame 12.
[0014] The front frame 11 includes an operation button 20, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and a lighting decoration unit 27, etc.
[0015] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 12) that switches the input signal to the sound lamp control device 5 described below depending on whether or not the operation button 20 is pressed. This allows the sound lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. The operation button 20 is operated to execute an operation button performance that is executed in response to an operation of the operation button 20 by a player during a predetermined operation acceptance period in a variable game performance executed in a variable game that clearly shows the lottery result in a jackpot lottery to the player.
[0016] The location of the operation button 20 is not limited to the front of the upper tray 23, but may be any location on the front frame 11 as long as the location is operable by the player. The number of operation buttons 20 is not limited to one, but may be two or more.
[0017] Also, instead of the operation button 20, a touch panel that displays touch keys and accepts operation of the touch keys by the player may be provided. The operation button 20 may also be equipped with a jog dial. In these cases, the operation of the touch panel or panel 25 by the player in the variable game presentation will be reflected in the operation button presentation, etc.
[0018] The launch handle 22 is a rotary handle that is operated by the player to launch the game balls. In the gaming machine 10, the game balls are launched from a game ball launching mechanism 32 (described later) with a strength corresponding to the amount of rotation of the launch handle 22 by the player, thereby carrying out a basic game. In the gaming machine 10, when the launch handle 22 is being operated by the player, the game ball launching mechanism 32 is driven and controlled so that one game ball is launched into the game area every 0.6 seconds.
[0019] The upper tray 23 is disposed below the panel 25, stores the game balls paid out from the payout device 132 of the payout mechanism 130 described later, and guides the stored game balls to the game ball launching mechanism 32 in a state where they are aligned in a row. The lower tray 24 is provided further below the upper tray 23 and is used to store the game balls that are surplus in the upper tray 23.
[0020] The panel 25 is a colorless transparent or colored transparent glass or synthetic resin through which a player can visually recognize the game board 31 of the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right of the upper end of the front frame 11 and execute a voice output effect for outputting voice. Note that the installation position of the speakers 26 is not limited to the upper end of the front frame 11. The lighting decoration unit 27 incorporates light sources such as display lamps and LEDs, and executes a lamp effect according to the lighting color, blinking mode such as lighting or extinguishing.
[0021] [Configuration of the inner frame 12] As shown in FIGS. 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. The inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11 as described above. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 are openable and closable with respect to the front frame 11. Note that in FIG. 2, the description on the game board surface of the game board 31 is omitted for simplicity of illustration.
[0022] The control unit 33 is provided on the back side of the game board 31 and has a main control unit 331 and a sub-control unit 332. In the gaming machine 10, a command (control signal) for instructing the control content is transmitted from the main control unit 331 to the sub-control unit 332 in one direction. Details of the main control unit 331 and the sub-control unit 332 will be described in detail later.
[0023] As shown in FIG. 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning opening 313, a first winning opening 314, a second winning opening 315, a variable winning opening 316, a through gate 317, an out opening 318, a variable display unit 34, a main display unit 36, a kurune device 37, a game ball retention unit 38, and a 7-segment display unit 39.
[0024] The inner rail 311 and the outer rail 312 are conveyance paths for sending out the game balls launched from the game ball launching mechanism 32 toward the game area on the board surface of the game board 31. And after being launched from the inner rail 311 and the outer rail 312, the game balls that have not entered the general winning opening 313, the first winning opening 314, the second winning opening 315, or the variable winning opening 316 are discharged from the out opening 318.
[0025] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and the outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 to the inner rail 311 and the outer rail 312. The ball feeding device 322 has driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is driving means for launching the game balls supplied onto the launching rail 321 toward the inner rail 311 and the outer rail 312. And in the gaming machine 10, the solenoid 323 is driven and controlled according to the operation of the launching handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 to the game board 31. Note that the game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0026] Returning to the description of FIG. 4, openings that penetrate the game board 31 in the front-rear direction are formed in the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the out opening 318. On the back side of the game board 31, ball-in sensors 313a, 314a, 315a, 316a (see FIG. 12) capable of individually detecting the entry of game balls are provided corresponding to the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, respectively. Further, the game balls that have passed through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the out opening 318 are collected on the back side of the game board 31 and are detected by an out ball sensor 318a (see FIG. 12) described later. The variable winning opening 316 is provided at the center of the right side of the game board 31, and game balls launched in the right side area of the game board 31 can enter. The game balls that have passed through the through portion 316b of the variable winning opening 316 are guided to the kurune device 37 by a guiding path 316c (see FIG. 6) described later. The through gate 317 is a gate through which game balls can pass, and has a ball-in sensor 317a (see FIG. 12) capable of individually detecting the game balls passing through the through gate 317. In the game board 31, there is a possibility that the game balls launched in the right side area of the game board 31 pass through the through gate 317, and a normal hit lottery for determining whether or not to open the second winning opening 315 is executed when the passage of the game balls through the through gate 317 is detected.
[0027] The ball-in sensors 313a to 317a, the out ball sensor 318a, and the special out ball sensor 384 (see FIG. 12) are electrically connected to the main control unit 331, and the detection results of the ball-in sensors 313a to 317a, the out ball sensor 318a, and the special out ball sensor 384 are input to the main control unit 331. The main control unit 331 (MPU 41) transmits a command to cause the payout control device 7 to pay out game balls according to the detection results of the ball-in sensors 313a to 317a. Hereinafter, the detection of the entry of game balls by the ball-in sensors 313a to 316a may be referred to as a winning. Further, the main control unit 331 (MPU 41) counts the number of out balls based on the detection results of the out ball sensor 318a. The number of out balls counted here coincides with the number of fired game balls launched onto the game board 31 by the game ball launching mechanism 32.
[0028] Furthermore, the main control unit 331 (MPU 41) sets a special out ball detection command indicating that the game ball detected based on the detection result of the special out ball sensor 384 is a special out ball that has entered the special out ball opening 373 of the crane device 37 described later, and transmits this special out ball detection command to the voice lamp control device 5 in the external output process of step S1301 in the main process of FIG. 23. Thereby, the voice lamp control device 5 counts the number of special out balls.
[0029] Note that the ball-in sensors 313a to 317a, the out ball sensor 318a, and the special out ball sensor 384 are, for example, electromagnetic induction type proximity sensors, but may be any sensors capable of individually detecting the entry of game balls by other detection methods.
[0030] In addition, the second winning opening 315 is provided with an electric accessory (electric accessory) 315b that switches whether or not the entry of game balls into the second winning opening 315 is restricted. The electric accessory 315b is opened and closed by driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the electric accessory 315b opens, the entry of game balls into the second winning opening 315 becomes possible, and when the electric accessory 315b closes, the entry of game balls into the second winning opening 315 is restricted.
[0031] Furthermore, the variable winning opening 316 is provided with an opening and closing door 319 that switches whether or not the entry of game balls into the variable winning opening 316 is restricted. The opening and closing door 319 is opened and closed by driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the opening and closing door 319 opens, the entry of game balls into the variable winning opening 316 becomes possible, and when the opening and closing door 319 closes, the entry of game balls into the variable winning opening 316 is restricted. Note that the opening and closing door 319 is moved to a position where it opens the variable winning opening 316 in the round game in the opening and closing execution mode in the big win game, and waits at a position where it closes the variable winning opening 316 otherwise. As a result, in the round game in the big win game, the game balls 99 launched into the right area of the game board 31 can enter the variable winning opening 316.
[0032] As shown in FIGS. 5 and 6, the opening / closing door 319 has a base 319a, a pair of guard walls 319b, and a pair of guides 319c. The base 319a has a pair of attachment portions 319d for rotatably attaching the opening / closing door 319 to the game board 31, and when the opening / closing door 319 is in the operating position, it protrudes slightly upward from the horizontal from the game board 31. Thereby, when the opening / closing door 319 is in the operating position, it can receive the game ball 99 launched into the right region of the game board 31. The pair of guard walls 319b extend at the left and right edges of the base 319a to prevent the game ball 99 received by the base 319a from spilling out from the left and right of the base 319a. Also, the pair of guides 319c guide the game ball 99 received by the base 319a to the variable winning opening 316. The pair of guides 319c extend from the guard wall 319b to the vicinity of the variable winning opening 316 and form a gap through which the game ball 99 can pass. Further, the variable winning opening 316 has a through-hole 316b for discharging the game ball 99 received by the opening / closing door 319 to the back side of the game board 31. This through-hole 316b communicates with a guide path 316c provided on the back side of the game board 31. The guide path 316c extends in the vertical direction D2 and has a lower opening. Then, the game ball 99 received by the opening / closing door 319 enters the variable winning opening 316 and is guided to the kurune device 37 via the through-hole 316b and the guide path 316c. Note that an entrance ball sensor 316a is provided in the guide path 316c. Thereby, the game ball 99 that has entered the variable winning opening 316 is detected when it passes through the through-hole 316b and is introduced into the guide path 316c. This entrance ball sensor 316a is electrically connected to the main control unit 331. Thereby, the detection result of the entrance ball sensor 316a is input to the main control unit 331, and the main control unit 331 can detect that the game ball 99 has entered the variable winning opening 316.
[0033] In the gaming machine 10, when the entry of a game ball into the first winning port 314 or the second winning port 315 is detected by the ball entry sensor 314a or the ball entry sensor 315a, the main control unit 331 conducts a jackpot lottery. Then, the main control unit 331 controls the display on the main display unit 36 according to the lottery result in the jackpot lottery. Further, the lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34 and the like according to the lottery result.
[0034] Also, in the gaming machine 10, when the entry of a game ball into the general winning port 313, the first winning port 314, the second winning port 315, and the variable winning port 316 is detected by the ball entry sensors 313a to 316a, a preset number of prize balls are paid out. For example, the number of prize balls when a ball enters the general winning port 313 is 10, the number of prize balls when a ball enters the first winning port 314 or the second winning port 315 is 3, and the number of prize balls when a ball enters the variable winning port 316 is 10. In particular, in the gaming machine 10, when the lottery result conducted by the main control unit 331 is a jackpot, it shifts to the jackpot gaming state (special gaming state), and a round game (unit game) described later in which the variable winning port 316 is opened is repeated a predetermined number of times (for example, 5 times or 16 times), so that a large amount of prize balls can be expected to be paid out.
[0035] Also, when a game ball wins a prize at the first winning opening 314 or the second winning opening 315, a jackpot lottery is executed. If the lottery result is a win, the game shifts to a predetermined jackpot game state that is more advantageous than the normal game state. In this embodiment, the jackpot game state includes a 5R jackpot game state (a 5R normal jackpot game state and a 5R probability-variable jackpot game state), and a 16R probability-variable jackpot game state. The 5R jackpot game state is a game state including an opening / closing execution mode in which a round game (unit game) in which the variable winning opening 316 is opened is performed 5 times until a predetermined time elapses or until more than the upper limit number (for example, 9) of game balls win at the variable winning opening 316. The 16R probability-variable jackpot game state is a game state including an opening / closing execution mode in which a round game (unit game) is performed 16 times, and a larger number of prize balls can be expected to be paid out than in the 5R jackpot game state, and it is a game state more advantageous for the player than the 5R jackpot game state.
[0036] As shown in FIG. 4, the variable display unit 34 has a symbol display unit 341 such as a liquid crystal display disposed so as to be visible through an opening 31A formed in a substantially central portion of the game board 31. The symbol display unit 341 displays a still image or a moving image, and the display content of the symbol display unit 341 is controlled by the sub-control unit 332. Specifically, in the symbol display unit 341, various image effects such as a variation display effect of a decorative symbol according to the lottery result in the jackpot lottery performed by the main control unit 331 in response to the entry of a game ball into the first winning opening 314 or the second winning opening 315, and a variation game effect executed along with the variation display effect are performed. Further, the symbol display unit 341 may be a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display or a plasma display and an organic EL display.
[0037] For example, the variable display effect of the decorative symbols in the symbol display unit 341 is performed by scrolling a plurality of types of decorative symbols with numbers from "1" to "9" in order in the vertical direction, horizontal direction, diagonal direction, etc. Note that sub-symbols such as other characters or symbols may be displayed between the decorative symbols. Also, in the present embodiment, there are no sub-symbols, and the types of decorative symbols are nine types from "1" to "9".
[0038] In the gaming machine 10, in the variable game, after the elapse of a preset variable display time from the start of the symbol variable display in the symbol display unit 341, the variable display of the decorative symbols is executed so that the variation of all the decorative symbols stops. More specifically, in the variable display of the decorative symbols, first, all the decorative symbols vary along a preset variation direction (for example, the horizontal direction, vertical direction, etc.), and the variations of the plurality of decorative symbols stop in order. Then, when the variations of the decorative symbols in all lines stop and a predetermined time elapses, the variable display of the decorative symbols ends.
[0039] When the variable display of the decorative symbol in the symbol display unit 341 ends, in the symbol display unit 341, a state where the decorative symbols are arranged in one or a plurality of effective lines will be displayed. At this time, the stopped state of the decorative symbol will clearly indicate or imply the lottery result in the jackpot lottery by the main control unit 331. For example, when the lottery result is "5R certain-variable jackpot", "16R certain-variable jackpot", or "5R normal jackpot", a state where the same type of decorative symbols are arranged in the effective lines is displayed, clearly indicating that it is a jackpot. Also, regarding the jackpot type, it may be clearly indicated by the combination of decorative symbols in the effective lines, but it is not necessarily clearly indicated. Specifically, for example, when the lottery result is "16R certain-variable jackpot", a state where a combination of symbols such as "777", which is set as a symbol combination indicating 16R certain-variable jackpot among the decorative symbols, is arranged in the effective lines may be displayed, or a state where a combination of the same decorative symbols other than "777" is arranged in the effective lines is displayed. Also, when the lottery result is "5R certain-variable jackpot", a state where a combination of symbols such as "333", which is set in advance as a symbol combination indicating 5R certain-variable jackpot among the decorative symbols, is arranged in the effective lines may be displayed, or a state where a combination of the same decorative symbols other than combinations of symbols indicating 16R certain-variable jackpot or 5R certain-variable jackpot such as "777" and "333" is arranged in the effective lines is displayed. Also, when the lottery result is "5R normal jackpot", a state where a combination of the same decorative symbols other than combinations of decorative symbols indicating certain-variable jackpots such as "222" and "444", which are set in advance as symbol combinations indicating normal jackpots among the decorative symbols, is arranged in the effective lines is displayed. Also, when the lottery result is "a miss", a state where a combination of different decorative symbols (such as "323" or "723") is arranged in the effective lines is displayed.
[0040] In addition, on the symbol display unit 341, during the variable game, together with the variable display of the decorative symbols, a variable game effect that suggests the probability that the lottery result in the jackpot lottery is a jackpot is displayed. When, in the case where the lottery result is a "16R sure-win jackpot", a state where a jackpot symbol combination other than the combination of decorative symbols indicating the 16R sure-win jackpot is lined up on the winning line is displayed, as a variable game effect, a suggestive effect indicating that it is a 5R sure-win jackpot or a 5R normal jackpot is executed. In this case, in the jackpot game effect, a promotion effect that clearly indicates that the lottery result for the variable game is a 16R sure-win jackpot is executed. Similarly, when, in the case where the lottery result is a "5R sure-win jackpot", a state where a jackpot symbol combination other than the combination of decorative symbols indicating the sure-win jackpot is lined up on the winning line is displayed, as a variable game effect, a suggestive effect indicating that it is a 5R normal jackpot is executed. In this case, in the jackpot game effect, a promotion effect or the like that clearly indicates that the lottery result for the variable game is a 5R sure-win jackpot is executed.
[0041] Furthermore, on the symbol display unit 341, when the game state transitions to the jackpot game state, a jackpot game effect including an opening effect, an opening / closing execution mode effect, and an ending effect is displayed.
[0042] In addition, it is also conceivable to provide a magnetic sensor and a radio wave sensor (both not shown) on the game board 31. The magnetic sensor is provided, for example, around the first winning opening 314 and the variable winning opening 316. The magnetic sensor is electrically connected to the main control unit, and the detection result of the magnetic sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally guide a game ball to the first winning opening 314 or the variable winning opening 316 using a magnet, it is possible to detect such illegal behavior. On the other hand, the radio wave sensor is provided, for example, around the first winning opening 314 and the second winning opening 315. The radio wave sensor is electrically connected to the main control unit 331, and the detection result of the radio wave sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally input radio waves to the ball entry sensors 314a and 315a to falsely detect the entry of a game ball, it is possible to detect such illegal behavior. Note that the radio wave sensor can detect radio waves in the range of, for example, 50 MHz to 3 GHz.
[0043] As shown in FIG. 4, the kurune device 37 distributes the game balls that have entered the variable winning opening 316 to either the normal out ball opening 378 or the special out ball opening 373 (see FIGS. 7 and 8) described later. Here, FIG. 6 is a diagram showing an example of the opening / closing door 319, the kurune device 37, and the game ball retention part 38 provided on the game board 31 shown in FIG. 4, FIG. 7 is a perspective view of the kurune device 37, and FIG. 8 is a cross-sectional view taken along the X1-X1 cutting line of FIG. 6.
[0044] As shown in FIGS. 6 to 8, the kurune device 37 has a dish shape having a bottom wall 371 and an annular peripheral wall 372 surrounding the bottom wall 371. The bottom wall 371 is circular in plan view and has a high-level bottom 371a, a low-level bottom 371b, and a downwardly inclined portion 371c provided between the high-level bottom 371a and the low-level bottom 371b.
[0045] The high-position bottom 371a constitutes the right-side portion of the bottom wall 371 and slopes downward to the right. The high-position bottom 371a is provided with a special out-ball passage 374 having a special out-ball opening 373 (special discharge port). This special out-ball passage 374 is adjacent to the right edge of the inclined portion 371c and is provided so as to extend in the vertical direction D2 at the central portion in the front-rear direction D1 of the high-position bottom 371a. This special out-ball passage 374 is formed in a cylindrical shape having an inner diameter larger than the diameter of the game ball 99. Further, a first guiding member 375 is connected to the lower end portion of the special out-ball passage 374. This first guiding member 375 is for guiding the game ball 99 passing through the special out-ball passage 374 to the game ball retention portion 38. The first guiding member 375 has an upper opening 375a and a lower opening 375b connected to the lower end portion of the special out-ball passage 374. The lower opening 375b is provided on the right side of the upper opening 375a and discharges the game ball 99 in the special out-ball passage 374 from the right side of the special out-ball passage 374 toward the game ball retention portion 38.
[0046] Incidentally, the first guiding member 375 can also be configured to retain the game balls 99 that cannot be retained in the game ball retaining portion 38. By the way, in the present embodiment, numbers (specific information) corresponding to non-set values, which are game setting values other than the set values that are the game setting values set for the gaming machine 10, are presented on the 7-segment display portion 39 based on the number of game balls 99 that have entered the special out ball opening 373 of the kurun device 37 during a predetermined period (see FIG. 9) (the number of specific conditions satisfied during the predetermined period). And in the present embodiment, since the number of segments of the 7-segment display portion 39 is 7 (excluding the dot point DP), one non-set value can be surely specified with 7 pieces of information. Further, since there are 6 levels of game setting values from 1 to 6, there are 5 non-set values, and thus all non-set values can be specified with 35 pieces of information. That is, in the gaming machine 10, it is required that at least 35 (prescribed number) pieces of information can be presented. Therefore, it is preferable that the game ball retaining portion 38 is configured to be able to retain a prescribed number or more of game balls 99 during a specific period (see FIG. 9) described later. However, depending on the arrangement of various members of the gaming machine 10, it may be difficult to configure the game ball retaining portion 38 to retain a prescribed number or more of game balls 99. In this case, by providing the first guiding member 375 with a function of storing the game balls 99, it is possible to retain a number of game balls 99 that is difficult only with the game ball retaining portion 38 by using the first guiding member 375. As a result, it becomes possible to retain a prescribed number or more of game balls 99 during a specific period, and information necessary for specifying all non-set values is presented. Similarly, the special out ball passage 374 to which the first guiding member 375 is connected may also be configured to retain the game balls 99. Thus, due to the layout of various members, when it is difficult to retain a prescribed number or more of game balls 99 not only in the game ball retaining portion 38 but also by providing the first guiding member 375 with a function of retaining the game balls 99, it becomes possible to retain a prescribed number or more of game balls 99 by using the special out ball passage 374. As a result, it becomes possible to retain a prescribed number or more of game balls 99 during a specific period, and there is a possibility that information necessary for specifying all non-set values is presented.
[0047] On the other hand, it is also conceivable to set a limit on the number of game balls 99 to be retained during a specific period. For example, it is conceivable to set the limit number to the specified number (make the limit number match the specified number). In this case, for example, when information on the number (individual information of specific information) corresponding to the number of game balls 99 entering the special out ball port 373 is presented, there is a possibility that information for specifying all non-set values will be presented during one specific period. Also, when information on the number of game balls 99 that satisfy a predetermined condition among the game balls 99 entering the special out ball port 373, for example, the number corresponding to the number of winning a lottery, is presented, information on the expected number corresponding to the winning probability of the lottery is presented. Since the expected number of this information is basically smaller than the specified number, there is a possibility that not all of the information necessary for specifying all non-set values will be presented. As a result, it is possible to prevent the set value from being specified by the entry of game balls 99 into the special out ball port 373 during one specific period. Consequently, it is possible to prevent the player from ending the game on the gaming machine 10 during the game prematurely when the set value is low (when the big win probability is low).
[0048] As a means for setting a limit on the number of game balls 99 to be retained during a specific period, for example, a configuration is adopted in which game balls 99 are retained in the game ball retention section 38, the first guiding member 375, and the special out ball passage 374. When the limited number of game balls 99 enter the special out ball passage 374, by positioning the game balls 99 near the special out ball port 373 (by causing a ball jam), it is conceivable to limit the entry of game balls 99 into the special out ball passage 374. According to such a configuration, it is possible to limit the number of game balls 99 to be retained during a specific period to the limit number with a simple mechanical configuration without requiring a complicated configuration or control.
[0049] On the one hand, the game ball retention part 38 has a retention lane 381 that slopes downward to the lower left as will be described later. That is, the first guiding member 375 guides the game ball 99 to the right part (upstream side) of the retention lane 381 in the game ball retention part 38. And the game ball 99 that has entered the special out ball opening 373 does not enter the various winning openings 313 - 316 and does not pass through the through gate 317. Therefore, when it becomes impossible for the game ball 99 that has entered the special out ball opening 373 to enter the various winning openings 313 - 316 or pass through the through gate 317, for example, when it is introduced into the special out ball passage 374 (when detected by the special out ball sensor 384), it is treated as an out ball.
[0050] The lower bottom part 371b constitutes the left side part of the bottom wall 371 and is inclined so as to be lower toward the center. The lower bottom part 371b is provided with a normal passage 376 having a normal out ball opening 378. This normal passage 376 is provided so as to extend in the vertical direction D2 except for the part along the peripheral wall 372 in the lower bottom part 371b at a position adjacent to the left edge of the inclined part 371c. This normal passage 376 is for guiding the game ball 99 that has entered through the normal out ball opening 378 to the back side of the game board 31, and is formed in a semi-cylindrical shape having an opening area larger than that of the special out ball opening 373. Also, a second guiding member 377 is connected to the lower end part of the normal passage 376. This second guiding member 377 collects the game ball 99 passing through the normal passage 376 to the back side of the game board 31 in the same way as the game ball that has passed through the opening of the out opening 318. And the game ball 99 collected by the second guiding member 377 is detected by the out ball sensor 318a (see Fig. 12) and counted as an out ball.
[0051] In such a kurune device 37, as described above, the game ball 99 that is launched into the right region of the game board 31 and received by the opening / closing door 319 is guided by the guiding path 316c. Then, the game ball 99 guided to the kurune device 37 moves on the bottom wall 371 along the peripheral wall 372. As a result, the flow-down of the game ball 99 in the kurune device 37 is delayed. And most of the game balls 99 moving on the bottom wall 371 enter the normal out ball opening 378, for example, by the kinetic energy decreasing or by colliding with the peripheral wall 372 of the kurune device 37 or other game balls 99. The game ball 99 that has entered the normal out ball opening 378 moves through the normal passage 376 and the second guiding member 377 and is guided to a position where it can be detected by the out ball sensor 318a (see FIG. 12).
[0052] On the other hand, a part of the game balls moving on the bottom wall 371 have their moving directions changed due to, for example, collisions with the periphery of the normal out ball opening 378 or other game balls, and enter the special out ball opening 373. The game ball 99 that has entered the special out ball opening 373 is discharged toward the game ball retention part 38 via the special out ball passage 374 and the first guiding member 375.
[0053] Here, the ball entry probability that the game ball 99 moving on the bottom wall 371 enters the special out ball opening 373 is set, for example, to 0.5% or more and 5% or less, preferably 1% or more and 3% or less. In other words, the expected number of balls entering the special out ball opening 373 per 10R rounds of the round game is set to, for example, 0.5 or more and 5 or less, preferably 1 or more and 3 or less. By setting the ball entry probability or the expected number of ball entries within such a range, while preventing the player from identifying the set value prematurely, it becomes possible to realistically identify the set value. As a result, while preventing the game on the gaming machine 10 from ending when the set value is prematurely identified when the set value is low, etc., it becomes possible to prevent the game on the gaming machine 10 from ending due to a sense of boredom caused by the inability to identify the set value.
[0054] In addition, in the present embodiment, since the special payout ball opening 373 is provided at the upper bottom 371a of the bottom wall 371 and the normal payout ball opening 378 has a larger opening area than the special payout ball opening 373, it is extremely difficult for the game ball 99 to enter the special payout ball opening 373 compared to the normal payout ball opening 378. Instead of all or part of these, or in addition thereto, it is also conceivable to make it difficult for the game ball 99 to enter the special payout ball opening 373 by other means. For example, it is conceivable to provide an inhibiting means for inhibiting the entry of the game ball 99 into the special payout ball opening 373 at the peripheral portion of the special payout ball opening 373. Examples of the inhibiting means include an obstacle that inhibits the entry of the game ball 99 into the special payout ball opening 373, such as a wall portion surrounding the special payout ball opening 373, a means for generating a magnetic force or an electromagnetic force that repels the game ball 99 at the peripheral portion of the special payout ball opening 373, and a means for forming an air curtain by ejecting air at the peripheral portion of the special payout ball opening 373.
[0055] Further, an opening and closing portion for opening and closing the special payout ball opening 373 may be provided, and the entry of the game ball into the special payout ball opening 373 may be made difficult by this opening and closing portion. In this case, the special payout ball opening 373 may be provided on the same plane as the normal payout ball opening 378, or the normal payout ball opening 378 may be formed to have the same or substantially the same opening area as the special payout ball opening 373.
[0056] In addition, the distributing means for distributing the game balls 99 that have entered the variable winning opening 316 to the normal payout ball opening 378 and the special payout ball opening 373 is not limited to the kurun device 37, and other means may be used. For example, by adjusting the arrangement of rotating members or rotary members such as switching valves, or the arrangement of nails driven into the game board 31, the distribution may be made to the normal payout ball opening 378 and the special payout ball opening 373.
[0057] As shown in FIGS. 4 and 8, the game ball retention unit 38 receives the game balls 99 that have entered the special out ball opening 373 of the kurune device 37 and retains the game balls 99 until a specific period has elapsed. Then, after the elapse of the specific period, segments A to G of the 7-segment display unit 39 described later are controlled, and numbers are displayed on the 7-segment display unit 39 according to the cumulative number of the game balls 99 that have entered the special out ball opening 373 before the elapse of a predetermined period. Here, FIG. 9 is a diagram for explaining the specific period for retaining the game balls in the game ball retention unit, the predetermined period for accumulating the number of game balls that have entered the special out ball opening of the kurune device, and the specified period for displaying specific information indicating non-set values on the 7-segment display unit.
[0058] In the following, with reference to FIG. 9, the specific period is defined as the period for retaining the game balls 99 in the game ball retention unit 38, the predetermined period is defined as the period for cumulatively counting the number of game balls 99 that have entered the special out ball opening 373 of the kurune device 37, and the "specified period" is defined as the period for causing all or part of the numbers (specific information) indicating non-set values to be displayed on the 7-segment display unit 39 based on the number of game balls 99 that have entered the special out ball opening 373 of the kurune device 37 during the specific period. However, the "specific period" is not limited to the period for retaining the game balls 99 in the game ball retention unit 38, and the "predetermined period" is not limited to the period for cumulatively counting the number of game balls 99 that have entered the special out ball opening 373 of the kurune device 37. That is, the "specific period", "predetermined period", and "specified period" include at least the periods described below.
[0059] As shown in FIGS. 9(A) and 9(B), the specific period for retaining the game balls 99 in the game ball retaining portion 38 is the period from the start of the jackpot game (opening) until the opening / closing execution mode in the jackpot game ends (ending starts). A specific period is set for each jackpot game that starts within a predetermined period. That is, the start time of the specific period is the time when the jackpot game starts, and the end time of the specific period is the time when the opening / closing execution mode of the jackpot game ends (the time when the ending starts). Specifically, as shown in FIG. 9(A), when winning a normal jackpot in the low probability mode (when the first win is a normal jackpot and a single jackpot), the specific period is the period from the start of the jackpot game until the opening / closing execution mode of the jackpot game ends. Also, as shown in FIG. 9(B), when winning a probability-variable jackpot in the low probability mode (when the first win is a probability-variable jackpot and jackpot consecutive wins start), for all jackpot games executed until the jackpot consecutive wins end by the normal jackpot game when winning a normal jackpot in the high probability mode, the period from the start of each jackpot game until the opening / closing execution mode of the jackpot game ends is set as the specific period. That is, in the case of jackpot consecutive wins, a plurality of specific periods are set corresponding to the number of jackpot games executed during the jackpot consecutive wins.
[0060] In other words, regardless of the type of jackpot and the winning timing, the segments A to G of the 7-segment display portion 39 described later, in the number corresponding to the number of game balls 99 that have entered the special out ball port 373 of the kurune device 37 during the specific period of one jackpot game, are the control targets for lighting and extinguishing at the ending in the jackpot game which is the specified period. That is, the specified period is set as the period for displaying, on the 7-segment display portion 39, numbers indicating game setting values (a plurality of non-set values) other than the game setting value (set value) that defines the probability that the lottery result in the jackpot lottery set for the gaming machine 10 becomes a jackpot, based on the number of game balls 99 that have entered the special out ball port 373 of the kurune device 37 during the specific period.
[0061] When the number of game balls 99 that have entered the special out ball pocket 373 during the specific period of a single jackpot game is 7 or more and less than 14, a number that specifies a game setting value (a plurality of non-setting values) other than the game setting value (setting value) that defines the probability of the lottery result in the jackpot lottery set for the gaming machine 10 is displayed on the 7-segment display unit 39 in one of the endings (specified period) after the elapse of the specific period in the jackpot game according to the display order set in the display order setting process of FIG. 36 described later. Also, in the ending (specified period) after the elapse of the specific period in the jackpot game, on the 7-segment display unit 39, when the number of game balls 99 that have entered the special out ball pocket 373 during the specific period of a single jackpot game is 14 or more and less than 20, two numbers that specify a plurality of non-setting values are displayed in the order according to the display order, when it is 21 or more and less than 28, three numbers that specify a plurality of non-setting values are displayed in the order according to the display order, when it is 28 or more and less than 35, four numbers that specify a plurality of non-setting values are displayed in the order according to the display order, and when it is 35 or more, five numbers (all the numbers) that specify a plurality of non-setting values are displayed in the order according to the display order. Note that when the number of game balls 99 that have entered the special out ball pocket 373 during the specific period of a single jackpot game is less than 7, no number that specifies a plurality of non-setting values is displayed on the 7-segment display unit 39 in the ending (specified period) after the elapse of the specific period in the jackpot game.
[0062] In this way, in the gaming machine 10, every time a big win game is executed, based on the number of game balls 99 that enter the special out ball port 373 of the kurune device 37 during a specific period, one to five numbers that identify a plurality of non-set values can be displayed on the 7-segment display unit 39 described later. By displaying the numbers that identify the five non-set values, the set value can be specified. For example, by displaying the number 1 on the 7-segment display unit 39, it can be specified that the game set value 1 is a non-set value. By displaying the number 2 on the 7-segment display unit 39, it can be specified that the game set value 2 is a non-set value. By displaying the number 3 on the 7-segment display unit 39, it can be specified that the game set value 3 is a non-set value. By displaying the number 4 on the 7-segment display unit 39, it can be specified that the game set value 4 is a non-set value. By displaying the number 5 on the 7-segment display unit 39, it can be specified that the game set value 5 is a non-set value. By displaying the number 6 on the 7-segment display unit 39, it can be specified that the game set value 6 is a non-set value. Also, by displaying five numbers from 2 to 6 on the 7-segment display unit 39, it can be specified that the non-set values are the game set values 2 to 6, so the set value can be grasped as the game set value 1. Similarly, by displaying five numbers 1, 3 to 6 on the 7-segment display unit 39, it can be grasped that the set value is the game set value 2. By displaying five numbers 1, 2, 4 to 6 on the 7-segment display unit 39, it can be grasped that the set value is the game set value 3. By displaying five numbers 1 to 3, 5, 6 on the 7-segment display unit 39, it can be grasped that the set value is the game set value 4. By displaying five numbers 1 to 4, 6 on the 7-segment display unit 39, it can be grasped that the set value is the game set value 5. By displaying five numbers 1 to 5 on the 7-segment display unit 39, it can be grasped that the set value is the game set value 6.
[0063] Also, it is possible to grasp the numbers to be displayed on the 7-segment display unit 39 before all segments A to G become control targets. For example, when segments A to G become control targets in the order of segment A → segment B → segment C → segment D → segment E → segment F → segment G, if the first control target segment A is turned off, the candidates for the numbers displayed on the 7-segment display unit 39 are "1" and "4". And when the sixth control target segment F is turned on, it can be recognized as "4", and when segment F is turned off, it can be recognized as "1". That is, the numbers "1" or "4" can be recognized at the stage when the sixth control target segment F becomes the control target before all segments A to G become control targets. Also, when the first control target segment A is turned on, the candidates for the numbers displayed on the 7-segment display unit 39 are "2", "3", "5", and "6". And when the second control target segment B is turned on, it can be determined that it is either "2" or "3", and when segment B is turned off, it can be determined that it is either "5" or "6". Further, when the third control target segment C is turned on, it can be recognized as "3", and when segment C is turned off, it can be recognized as "2". That is, the numbers "2" or "3" can be recognized at the stage when the third control target segment C becomes the control target before all segments A to G become control targets. Further, when the fifth control target segment E is turned on, it can be recognized as "6", and when segment E is turned off, it can be recognized as "5". That is, the numbers "5" or "6" can be recognized at the stage when the fifth control target segment E becomes the control target before all segments A to G become control targets. That is, the numbers "2" and "3" can be recognized at the stage when the third control target segment C is turned on or off, the numbers "5" and "6" can be recognized at the stage when the fifth control target segment E is turned on or off, and the numbers "1" and "4" can be recognized at the stage when the sixth control target segment F is turned on or off.And in the present embodiment, even when a number indicating a non-set value is recognized before all segments A to G of the 7-segment display unit 39 become control targets, control for displaying the next-priority number is not started until all segments A to G become control targets. As a result, in order to identify all non-set values, more specific conditions need to be satisfied compared to the case where control for displaying the next-priority number is started at a stage where the number corresponding to the non-set value can be recognized. As a result, the difficulty until all non-set values are identified, and thus the difficulty of recognizing the set value, can be increased, so that it is possible to prevent the set value from being recognized in a short game time. Therefore, even when the set value is low, it is possible to prevent the set value from being grasped by the player in a short time, so that it is possible to prevent a decrease in the game time of the gaming machine 10 and suppress a decrease in the operating rate of the gaming machine 10.
[0064] In addition, when a number indicating a non-set value is recognized before all segments A to G of the 7-segment display unit 39 become control targets, control for displaying the next-priority number may be started. For example, when the priority order of numbers is "1" → "2" → "3" → ···, and it is grasped that the number displayed on the 7-segment display unit 39 is "1" because segment F, whose control order for the number "1" is the 6th, becomes the control target, control for displaying the number "2", which is the next-priority number, may be started without making segment G, whose control order is the 7th, the control target. By the way, when segments A to G are controlled to display the next number to be displayed after all segments A to G have become control targets, even if the number displayed on the 7-segment display unit 39 can be recognized before all segments A to G become control targets, the control of segments A to G for displaying the next number to be displayed is not started unless all segments A to G have become control targets. Therefore, even if the player recognizes the number displayed on the 7-segment display unit 39 before all segments A to G become control targets, information for specifying the number already recognized by the player is displayed on the 7-segment display unit 39 until the display of the next number to be displayed is started. That is, when segments A to G are controlled to display the next number to be displayed after all segments A to G have become control targets, unnecessary information may be displayed on the 7-segment display unit 39, and there is a concern that the interest in the game may decrease during the period when such unnecessary information is displayed on the 7-segment display unit 39. On the other hand, if control for displaying the next-priority number is started when a number indicating a non-set value is recognized before all segments A to G of the 7-segment display unit 39 become control targets, after one non-set value is specified, segments A to G that do not contribute to the speculation of the non-set value will not become control targets. Thereby, a decrease in the interest in the game due to segments A to G being unnecessarily made control targets is prevented.
[0065] On the other hand, the predetermined period for accumulating the count of the number of game balls 99 that have entered the special payout opening 373 of the crane device 37 is the period from when the jackpot game for the jackpot in the low probability mode starts until the opening / closing execution mode of the normal jackpot ends. That is, the start period of the predetermined period is the point in time when the jackpot game for the jackpot in the low probability mode starts, and the end period of the predetermined period is the point in time when the opening / closing execution mode of the normal jackpot game ends (the point in time when the ending of the normal jackpot game starts). Specifically, as shown in FIG. 9(A), when winning the normal jackpot in the low probability mode (when the first win is a normal jackpot and a single jackpot), the predetermined period is the period from when the jackpot game starts until the opening / closing execution mode of the jackpot game ends. That is, in the case of a single jackpot, the predetermined period coincides with the specific period during which the game ball 99 is retained in the game ball retention section 38. Also, as shown in FIG. 9(B), when winning the probability-variable jackpot in the low probability mode (when the first win is a probability-variable jackpot and a jackpot consecutive win starts), the predetermined period is the period from when the probability-variable jackpot game for the first win that triggers the jackpot consecutive win starts until the opening / closing execution mode of the jackpot game for the normal jackpot that triggers the end of the jackpot consecutive win ends. That is, in the case of a jackpot consecutive win, the predetermined period does not coincide with the specific period during which the game ball 99 is retained in the game ball retention section 38, and a plurality of them are set according to the number of jackpot games started within the predetermined period.
[0066] Incidentally, when a jackpot game starts, unless there are special circumstances, the game will not be ended during the jackpot game or during a jackpot consecutive win. Therefore, by setting a specific period for retaining the game balls 99 in the game ball retention section 38 for each jackpot game, it is possible to prevent the player from ending the game before the end of the specific period. Also, by setting a predetermined period for cumulatively counting the number of game balls 99 that have entered the special out ball opening 373 of the kurune device 37 from the start of the jackpot game for a low-probability mode jackpot to the end of the opening / closing execution mode of the jackpot game for a normal jackpot, it is possible to prevent the player from ending the game before the end of the predetermined period. Then, in the jackpot game, at the ending (predetermined period) after the elapse of the specific period, the 7-segment display section 39 is controlled based on the number of game balls 99 retained in the game ball retention section 38 during the specific period (the number of game balls 99 that have entered the special out ball opening 373 of the kurune device 37), and information (all or part of the numbers corresponding to the non-set value) that can identify or estimate the non-set value is displayed. At the ending after the passage of the opening / closing execution mode of the jackpot game for a normal jackpot, information (all or part of the numbers corresponding to the non-set value) that can identify or estimate the non-set value corresponding to the cumulative number of game balls 99 that have entered the special out ball opening 373 of the kurune device 37 during the predetermined period is displayed. As a result, even when a player who cannot know the timing at which the non-set value can be identified or estimated progresses the game, the player is prevented from ending the game before the timing at which the non-set value can be identified or estimated. Therefore, even a player who cannot know the timing at which the non-set value can be identified or estimated can have the non-set value identified or estimated, and by identifying all the non-set values, it becomes possible to identify the set value. In addition, it is possible to eliminate so-called hyena behavior by other players who play the game aiming at the timing at which the non-set value can be identified or estimated.
[0067] In addition, by being set for each jackpot game in which a specific period starts within a predetermined period, in a consecutive jackpot, the predetermined period is set across from the first jackpot to the last jackpot game of the consecutive jackpot. Therefore, in a consecutive jackpot, compared to a single-shot jackpot, the predetermined period is longer, and the longer the number of times the jackpot game is executed, the longer the predetermined period becomes. As a result, it is highly likely that the number of game balls 99 entering the special out ball opening 373 of the kurune device 37 is larger in a consecutive jackpot than in a single-shot jackpot, and the higher the number of consecutive jackpots, the higher the likelihood that the number of game balls 99 entering the special out ball opening 373 increases. Thereby, the player can not only increase the expected value of the game value that can be obtained as the number of consecutive jackpots increases, but also obtain a large amount of information for specifying or inferring non-set values, and can obtain the benefit of easily inferring or specifying the non-set value and thus the set value.
[0068] Note that the start period of the specific period for retaining the game ball 99 in the game ball retention unit 38 may be set during the jackpot game, not limited to the start of the jackpot game, and may be the time when the opening / closing execution mode starts (the opening of the first jackpot ends). Also, the end period of the specific period may be set during the jackpot game or may be set during the ending that transitions after a normal jackpot. Preferably, the specific period is preferably set as one section including the opening / closing execution mode for one jackpot game. Thereby, based on the number of specific conditions established triggered by the game ball 99 entering the variable winning opening 316 in the opening / closing execution mode (based on the number of game balls 99 passing through the special out ball opening 373 of the kurune device 37), information for specifying the non-set value can be displayed on the 7-segment display unit 39 after the elapse of the specific period. As a result, in the opening / closing execution mode, the game can be enjoyed by paying attention to whether the game ball 99 enters the special out ball opening 373, and after the end of the opening / closing execution mode, that is, after the elapse of the specific period, the game can be enjoyed by paying attention to the content displayed on the 7-segment display unit 39 and specifying or inferring the non-set value based on the displayed content.
[0069] In addition, the start timing of a predetermined period for cumulatively counting the number of game balls 99 that enter the special out ball opening 373 of the crane device 37 is not limited to the point in time when a jackpot game for a first jackpot (big win in the low probability mode) starts, and may be set for any jackpot game. Preferably, it may be the point in time when the opening and closing execution mode of the jackpot game for the first jackpot (big win in the low probability mode), for example, the opening and closing execution mode of the jackpot game for the first jackpot (big win in the low probability mode) starts (the opening of the first jackpot ends). By setting the start timing of the predetermined period to the jackpot game for the first jackpot in this way, regardless of a single-shot jackpot or a consecutive jackpot, a predetermined period is always set for one first jackpot, so there is at least one guaranteed opportunity to infer or specify a non-set value for one first jackpot.
[0070] On the other hand, the end timing of the predetermined period is not limited to the point in time when the opening and closing execution mode of a normal jackpot game ends, and may be set during the jackpot game. For example, it can be set to the ending of the jackpot game, typically the ending of the normal jackpot game. Also, the end timing of the predetermined period may be the point in time when the normal jackpot game ends (the ending of the jackpot ends), or the point in time when the time-limited mode that transitions after the normal jackpot ends. In addition, although this embodiment has been described on the premise of a loop probability variable machine, in other types of gaming machines such as ST machines, V-ST machines, and one-kind two-kind hybrid machines, it is also conceivable to set a predetermined period according to the mode. For example, in a V-ST machine, when there is no V win in the first jackpot (normal jackpot), the predetermined period is set in the same way as in the case of a normal jackpot of a loop probability variable machine. When there is a V win in the first jackpot (probability variable jackpot), the start of the first jackpot game or the opening and closing execution mode is set as the start timing of the predetermined period, and the end point of the opening and closing execution mode in a jackpot without a V win, or the end point of a specified number of jackpot draws in the high probability mode, etc. may be set as the end timing of the predetermined period.
[0071] In addition, the predetermined period may be set to be a period during which variable games are executed (the period from the end of a jackpot game to the start of a jackpot game) regardless of the jackpot game. For example, the predetermined period can be set according to the type of condition (specific condition) in which all or part of specific information (numbers) indicating non-set values is displayed. The period of staying in the normal game state (high probability mode and low frequency support mode) (the period from the end of the time-saving mode to the start of the next jackpot), the period of staying in the time-saving mode (the period from the end of a normal jackpot to the transition to the normal game state), the period of staying in the low probability mode (the period from the end of a normal jackpot to the start of the next jackpot game), the period until a predetermined number of jackpot lotteries are received in one or both of the high probability mode and the low probability mode, the period until a predetermined number of ordinary winning lotteries are received in one or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 are won in the general winning port 313 in one or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 are won in the first winning port 314 in one or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 are won in the second winning port 315 in one or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 pass through the through gate 317 in one or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 are launched onto the game board 31 in one or both of the high probability mode and the low probability mode, and the like. Also, the predetermined period may be set for each variable game. That is, the predetermined period may be set to be the period from the start of the variable game (the start of the variable display of the decorative symbols) to the end of the variable game (the end of the variable display of the decorative symbols). In this case, the entire period of one variable game may be set as the predetermined period, or a partial period of one variable game may be set as the predetermined period.When a partial period of a single variable game is defined as a predetermined period, the predetermined period may be the period from the start of the variable display of the decorative symbols until the decorative symbols reach the reach state, the period from the start of the variable display of the decorative symbols until a development effect such as a special reach effect is started, the period from when the decorative symbols reach the reach state until the development effect is started, the period from when the decorative symbols reach the reach state until the development effect ends, the period during which the development effect is executed, and so on.
[0072] In this way, by setting a predetermined period during the period when the variable game is executed, it becomes possible to identify or estimate non-set values and recognize or estimate set values even outside the period when the big win game is executed. As a result, it becomes possible to enjoy the progress of the game while identifying or estimating non-set values (set values) during the period when the variable game is executed.
[0073] And when setting the predetermined period during the period when the variable game is executed, the distribution means such as the kurune device 37 may be provided at a position (for example, the left area of the game board 31 (above or below the general winning port 313) or the central area (above or to the side of the first winning port 314)) where the game ball 99 launched to the left area of the game board 31 is distributed to the normal out ball port 378 and the special out ball port 373 when performing a left shot that normally launches the game ball 99. In this case, it is possible to identify or estimate non-set values (set values) without performing a special shot (a right shot that launches the game ball 99 to the right area of the game board 31). As a result, it is possible to enjoy identifying or estimating non-set values (set values) while proceeding with the game as usual without reducing the probability of the game ball 99 entering the general winning port 313 or the first winning port 314.
[0074] Also, depending on the type of specific condition, the start period of the predetermined period may be set when the main power supply to the gaming machine 10 is turned on. Also, depending on the type of specific condition, the end period of the predetermined period may be set when the main power supply to the gaming machine 10 is turned off.
[0075] As a specific condition, instead of the game ball 99 distributed by the distributing means such as the kurune device 37 entering the special out ball opening 373 within a predetermined period, the game ball 99 passes through a specific area other than the special out ball opening 373. For example, the game ball 99 passes through the through gate 317 or enters the various winning openings 313 to 316.
[0076] In addition, a configuration may be adopted in which the game ball 99 that enters the general winning opening 313, the first winning opening 314, etc., or passes through the through gate 317 is guided to the distributing means such as the kurune device 37, and it may be set as a specific condition that the game ball 99 distributed by the distributing means enters the special out ball opening 373. Also in this case, without performing a special launch, while the game proceeds as normal, it is possible to enjoy specifying or speculating on non-set values (set values).
[0077] Also, the specific condition may be that a specific event that can occur during the progress of the game occurs. The specific event in this case may be either an advantageous situation or an adverse event for the player. When the specific event is an advantageous event for the player, in addition to the privilege obtained by the occurrence of the specific event, the player can further obtain all or part of the specific information indicating the non-set value (set value). On the other hand, when the specific event is an adverse event for the player, as relief for the disadvantage caused by the occurrence of the specific event, the player can further obtain all or part of the specific information indicating the non-set value (set value). Examples of the specific event include winning a jackpot a predetermined number of times (including 1 time) or more (the jackpot game being executed a predetermined number of times (including 1 time) or more), winning a probability variation or a normal jackpot a predetermined number of times (including 1 time) or more (the probability variation or normal jackpot game being executed a predetermined number of times (including 1 time) or more), the number of consecutive jackpot wins reaching a predetermined number or more (continuously winning a probability variation jackpot a predetermined number of times or more until winning a normal jackpot), the number of jackpot lottery draws until winning a jackpot reaching a predetermined number or more, and an over-win (a winning of more game balls 99 than the upper limit) occurring in the round game of the opening and closing execution mode of the jackpot game.
[0078] Also, as a specific event, it may be that a specific effect preset in a variable game or a jackpot game is executed. The specific effect in this case is not particularly limited, and for example, it may be set to either a non-reach effect or a reach effect, and may be set to any of an opening effect, a round game effect, and an ending effect. Typically, the specific effect is a premium effect in which a jackpot or a certain-variable jackpot is determined among variable game effects, or the execution of a retained consecutive win after the end of the jackpot game in the jackpot game (including cases where the lottery result is a jackpot among the retained ones at a specific time of the jackpot game such as at the start of the jackpot game, at the start of the opening execution mode, at the end of the opening execution mode, or at the end of the jackpot game). Furthermore, as a specific event, it is also conceivable that the decorative symbols are stopped and displayed, or temporarily stopped and displayed (intermediate stop display) in a specific combination on the symbol display unit 341. For example, when the decorative symbols are stopped and displayed as "777" on the symbol display unit 341, when they are stopped and displayed at a specific non-reach miss such as "767", when they are stopped and displayed at a specific non-reach miss (broken combination) such as "367", etc., in addition to cases where a development effect such as a super reach effect or a special reach effect is executed as a reach effect, a temporary stop display (intermediate stop display) that indicates the execution of the development effect is conceivable. As the temporary stop display (intermediate stop display) that indicates the execution of the development effect, for example, it is conceivable that the left and right decorative symbols are temporarily stopped and displayed (intermediate stop display) in a reach state, and a symbol such as "development" as the middle symbol that indicates the execution of a development effect is temporarily stopped and displayed. Also, the specific condition may be that a plurality of specific events of a specific combination occur.
[0079] Further, specific conditions may be established in relation to set values. That is, set values may be included in specific conditions. For example, specific conditions may be established such that a specific event occurs under specific set values. In this case, while the type of specific condition depends on the set value, the display order of the numbers indicating non-set values on the 7-segment display unit 39 is defined by the set value as described later. Therefore, numbers indicating non-set values are displayed on the 7-segment display unit 39 in different orders depending on the type of specific condition. As a result, for each set value, the display order can be set based on, for example, whether the jackpot winning probability is high or low, and it is also possible to characterize the display of numbers indicating a plurality of non-set values for each set value.
[0080] In addition, the specified period for displaying specific information or a part thereof (special information) indicating a non-set value when a specific condition is satisfied is not limited to the case where it is set for each ending of the jackpot game, and may be at other timings, and it is conceivable to set it according to the relationship with a predetermined period, a specific period, or a specific condition. For example, as described in the second embodiment below, the specified period may be only at the end of the 5R normal jackpot game where the end of the predetermined period is typically set after the elapse of the predetermined period, or may be after the jackpot game, for example. Further, when the predetermined period is set during the execution period of the variable game, for example, at the start of the variation display of the decorative symbol in the variable game, the timing of the temporary stop display when the decorative symbol is in the reach state, the timing when a development effect such as a super reach effect or a special reach effect is started, or during the execution of the development effect can be considered. That is, it is also conceivable to set the specified period during the period when the variable game is executed. When the specified period is set during the period when the variable game is executed, it becomes possible to display specific information indicating a non-set value together with the result of the jackpot lottery. For example, when the lottery result in the jackpot lottery is displayed by the variation display of the decorative symbol on the symbol display unit 341, it is also possible to simultaneously display specific information on the symbol display unit 341. As a result, it becomes possible to improve the player's interest in the variable game by displaying the specific information.
[0081] Here, FIG. 10(A) is a cross-sectional view taken along the cutting line X2-X2 of FIG. 8, FIG. 10(B) is a cross-sectional view taken along the cutting line X3-X3 of FIG. 8 when the stopper portion 383 described later is in the upper limit position, and FIG. 10(C) is a cross-sectional view taken along the cutting line X3-X3 of FIG. 8 when the stopper portion 383 is in the lower limit position. Hereinafter, the configuration of the game ball retention portion 38 will be described with reference to FIGS. 6, 8, and 10 in addition to FIG. 10.
[0082] As shown in FIGS. 6, 8, and 10, the game ball retention portion 38 retains the game balls 99 that enter the special out ball port 373 of the kurune device 37 for a specific period, and includes a retention lane 381, a discharge lane 382, and a stopper portion 383.
[0083] The retention lane 381 receives the game balls 99 that enter the special out ball port 373 of the kurune device 37 and allows the retention of these game balls 99. The upper part of the retention lane 381 is open and it slopes downward to the left. The depth dimension of the retention lane 381 is smaller than the diameter of the game ball, and at least a part of the game balls 99 retained in the retention lane 381 is visible (see FIG. 4). Thereby, it is possible to visually confirm that the game balls 99 are retained in the retention lane 381, and it is also possible to visually confirm the number of the retained game balls 99, that is, the number of game balls 99 that have entered the special out ball port 373 of the kurune device 37 within a specific period. Further, the retention lane 381 is preferably formed transparently with resin or the like. By doing so, it becomes easy to grasp the number of game balls 99 retained in the retention lane 381. Instead of or in addition to making the game balls 99 retained in the retention lane 381 visible, the number of game balls 99 retained in the retention lane 381 may be displayed. The display of the number of game balls 99 retained in the retention lane 381 may be, for example, the number of lit lamps, image display on the symbol display portion 341, etc.
[0084] The discharge lane 382 is continuous with the left end portion of the retention lane 381 and guides the game balls 99 retained in the retention lane 381 to a position where they can be detected by a predetermined part, for example, the out ball sensor 318a (see FIG. 12).
[0085] In addition, a special out ball sensor 384 is provided in the discharge lane 382. This special out ball sensor 384 detects the game ball 99 when it moves from the retention lane 381 to the discharge lane 382. That is, the special out ball sensor 384 is used to count the number of game balls 99 retained in the retention lane 381, that is, the number of special out balls that have entered the special out ball opening 373 of the kurune device 37 within a specific period. Specifically, as shown in FIG. 12, the special out ball sensor 384 is connected to the MPU 41 of the main control device 4, and the output from the special out ball sensor 384 is monitored by the MPU 41, so that the MPU 41 determines whether the game ball 99 has moved through the discharge lane 382. In addition, when the game ball 99 is detected by the special out ball sensor 384, the MPU 41 sets a special out ball detection command, and this special out ball detection command is transmitted to the voice lamp control device 5 in the external output process of step S1301 in the main process of FIG. 23 described later. On the other hand, when the voice lamp control device 5 receives the special out ball detection command, it counts the number of special out balls by the MPU 51, and controls the display content on the 7-segment display unit 39 based on the number of special out balls and the set value (see the command determination process in FIG. 37 and the set value suggestion process in FIG. 40).
[0086] Note that, as the special out ball sensor 384, for example, an electromagnetic induction type proximity sensor is used, but the game ball 99 may also be detected by other detection methods (for example, an optical sensor). In addition, the special out ball sensor 384 may be connected to the voice lamp control device 5. In this case, the special out ball detection command is not set in the MPU 41 of the main control device 4, but in the voice lamp control device 5, the number of special out balls is counted based on the output from the special out ball sensor 384.
[0087] The stopper portion 383 is provided between the retention lane 381 and the discharge lane 382, and is moved up and down between the upper limit position and the lower limit position by drive means such as a solenoid provided on the back side of the game board 31. The upper limit position is a position where the tip projects upward, and when the stopper portion 383 is in the upper limit position, it becomes possible to retain the game ball 99 in the retention lane 381 (see Fig. 10(B)). On the other hand, the lower limit position is a position where the tip does not project upward, and when the stopper portion 383 is in the lower limit position, the game ball 99 in the retention lane 381 is made to be in a state where it can be discharged through the discharge lane 382 (see Fig. 10(C)). Then, the game ball 99 guided to the discharge lane 382 is guided to a position where it can be detected by the out ball sensor 318a (see Fig. 12).
[0088] Note that the means for making it possible to retain the game ball 99 in the retention lane 381 and for discharging the game ball 99 in the retention lane 381 to the discharge lane 382 is not limited to the vertically movable stopper portion 383, and may be other means such as a stopper portion movable back and forth, a stopper portion rotatable between an upright state and a prone state, etc. Also, a configuration may be adopted in which the game ball 99 is retained by preventing the game ball 99 from moving due to the action of magnetic force or electromagnetic force, and the game ball 99 is discharged by releasing the action of magnetic force or electromagnetic force. Furthermore, by configuring the retention lane 381 to be vertically movable, it is also possible to realize a state where the game ball 99 is retained and a state where the game ball 99 is discharged. For example, a configuration may be adopted in which the game ball 99 is retained by waiting the retention lane 381 at a position lower than the discharge lane 382, while the game ball 99 is transferred to the discharge lane 382 by moving the retention lane 381 to a position higher than the discharge lane 382. In addition, an opening may be provided in the game board 31 through which the game ball 99 can be discharged to the back side of the game board 31, and the retention lane 381 may be configured to be vertically movable between a position where the game ball 99 can be retained in the retention lane 381 and a position where the game ball 99 can be discharged from the opening to the back side of the game board 31. Also, instead of the retention lane 381, it is also conceivable to move a box-shaped movable body to make the game ball 99 be in a state where it can be retained in the movable body and a state where the game ball 99 can be discharged to the back side of the game board 31.
[0089] Here, Fig. 11(A) is a diagram showing an example of the seven-segment display section 39 provided on the game board 31 shown in Fig. 4, Fig. 11(B) is a diagram showing an example of the display of numbers on the seven-segment display section, and Fig. 11(C) is a diagram showing an example of the display of alphabets on the seven-segment display section.
[0090] As shown in Fig. 11(A), the seven-segment display section 39 consists of seven segments A to G and a dot point DP. Each of the segments A to G and the dot point DP can be individually lit and extinguished, and can display at least the numbers 1 to 6 as shown in Fig. 11(B) and at least the alphabets A to F as shown in Fig. 11(C). In the present embodiment, on the seven-segment display section 39, from a plurality (six) of game setting values (numerical information) corresponding to the jackpot probability (see Figs. 14(A) and 14(B)) that the lottery result in the jackpot lottery becomes a jackpot, a plurality (five) of game setting values other than the game setting value (setting value (predetermined numerical information)) set to define the jackpot probability in the gaming machine 10 (non-setting value (specific numerical information)) are each indicated by a number (specific information) being displayed as a number by the lighting or extinguishing of each of the segments A to G. Specifically, on the seven-segment display section 39, when the non-setting value is the game setting value 1, the segments B and C are lit to display the number 1, when the non-setting value is the game setting value 2, the segments A, B, D, E, and G are lit to display the number 2, when the non-setting value is the game setting value 3, the segments A to D and G are lit to display the number 3, when the non-setting value is the game setting value 4, the segments B, C, F, and G are lit to display the number 4, when the non-setting value is the game setting value 5, the segments A, C, D, F, and G are lit to display the number 5, and when the non-setting value is the game setting value 6, the segments A, C to G are lit to display the number 6. Also, in the present embodiment, the dot point DP is lit at the stage when the number corresponding to the non-setting value is displayed, indicating that the number corresponding to the non-setting value has been displayed.
[0091] Also, the numbers corresponding to non-set values in the 7-segment display unit 39 are displayed in the order determined when the main power is turned on (when the power is turned on) or when the set value is changed, as will be described later (see FIGS. 35 and 36). Also, as will be described later, the control order of lighting or extinguishing of each segment A to G of the 7-segment display unit 39 is set (fixed) for segment A, segment B, segment C, segment D, segment E, segment F, and segment G.
[0092] And in the 7-segment display unit 39, as will be described later, the segments corresponding to the number of game balls 99 that have entered the special out ball port 373 of the kurune device 37 within a predetermined period (the number of specific conditions satisfied within a predetermined period) are the control targets for lighting and extinguishing, and a number or a part of the number is displayed on the 7-segment display unit 39. Here, the numbers displayed on the 7-segment display unit 39 indicate non-set values other than the set values of the game set values. Therefore, a part of the numbers displayed on the 7-segment display unit 39 does not indicate the game set value, but indicates a part of the specific information indicating the non-set value, and corresponds to the one indicating the special information. In other words, the special information is displayed using a part of the plurality of segments A to G of the 7-segment display unit 39. In this way, not only the numbers indicating non-set values but also a part of the numbers (special information) are displayed on the 7-segment display unit 39, so that the player can not only specify the non-set value when a number is displayed on the 7-segment display unit 39, but also can infer the non-set value based on a part of the numbers displayed on the 7-segment display unit 39. Therefore, even when no number is displayed on the 7-segment display unit 39, the player can infer the non-set value based on a part of the numbers and enjoy it, so that the interest of the game is improved.
[0093] Incidentally, whether or not each of the segments A to G in the seven-segment display unit 39 is a control target may or may not be explicitly indicated to the player. When it is explicitly indicated that each of the segments A to G is a control target, it becomes easier to estimate the set value compared to the case where it is not explicitly indicated. In this embodiment, since the control order of each of the segments A to G is fixed, a method is adopted in which it is not explicitly indicated that each of the segments A to G is a control target, and it is difficult to estimate the set value. Incidentally, when explicitly indicating to the player that each of the segments A to G is a control target, for example, by blinking the segment to be controlled, it can be explicitly indicated to the player that the segment is a control target, and by lighting the segment to be controlled in a color different from the case of lighting it, it can be explicitly indicated to the player that the segment is a control target.
[0094] Also, in the seven-segment display unit 39, information for specifying a non-set value may be displayed in an alphabet corresponding to the non-set value. For example, when the non-set value is game setting value 1, alphabet A is displayed, when the non-set value is game setting value 2, alphabet B is displayed, when the non-set value is game setting value 3, alphabet C is displayed, when the non-set value is game setting value 4, alphabet D is displayed, when the non-set value is game setting value 5, alphabet E is displayed, and when the non-set value is game setting value 6, alphabet F is displayed (see Fig. 11(C)).
[0095] The main display unit 36 includes a normal symbol display unit 361, a first special symbol display unit 362, a second special symbol display unit 363, a first hold number display unit 364, and a second hold number display unit 365 arranged at the upper right of the game board 31.
[0096] The normal symbol display unit 361 includes an LED pair as a normal symbol (ordinary symbol), and displays the lottery result in the lottery per ordinary symbol as to whether or not to release the electric accessory 315b that is executed triggered by winning the through gate 317, by the combination of lighting and extinguishing of the LED pair. The main control unit 331 (MPU 41) causes the LED pair to blink (display the normal symbol variably) triggered by winning the through gate 317, and displays the result of the lottery per ordinary symbol by lighting or extinguishing each LED after the elapse of the variable display time.
[0097] The first special symbol display unit 362 includes a seven-segment display device as a first special symbol (first special symbol), and displays the lottery result in the first special symbol lottery (first special symbol lottery, jackpot lottery) as to whether or not to execute the jackpot game that is executed triggered by winning the first winning port 314, by the combination of lighting and extinguishing of the seven segments in the seven-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the seven-segment display device to blink (display the first special symbol variably) triggered by winning the first winning port 314, and displays the result of the jackpot lottery by lighting or extinguishing each segment after the elapse of the variable display time.
[0098] The second special symbol display unit 363 includes a seven-segment display device as a second special symbol (second special symbol), and displays the lottery result in the second special symbol lottery (second special symbol lottery, jackpot lottery) as to whether or not to execute the jackpot game that is executed triggered by winning the second winning port 315, by the combination of lighting and extinguishing of the seven segments in the seven-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the seven-segment display device to blink (display the second special symbol variably) triggered by winning the second winning port 315, and displays the result of the jackpot lottery by lighting or extinguishing each segment after the elapse of the variable display time.
[0099] The first hold number display unit 364 includes an LED group composed of four LEDs, and displays the hold number N of the first special symbol of the variable display generated by winning the first winning port 314, by the number of lit LEDs among the four LEDs.
[0100] The second reserved number display unit 365 includes an LED group composed of four LEDs, and displays the reserved number M in the second special drawing of the variable display generated by winning the second winning opening 315 by the number of lit LEDs among the four LEDs.
[0101] [Rear pack unit 13] As shown in FIG. 3, the rear pack unit 13 includes a payout mechanism 130 and a peripheral control unit 140.
[0102] The payout mechanism 130 includes a tank 131 that stores game balls supplied from an island facility (not shown) in the game hall, and a payout device 132 that pays out game balls from the tank 131 toward the upper tray 23. When the game balls on the upper tray 23 are saturated, the game balls paid out from the payout device 132 are paid out to the lower tray 24.
[0103] As shown in FIG. 12, the peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132. The launch control device 8 controls the game ball launch mechanism 32 in response to an operation of the launch handle 22. The power supply control device 9 converts the power supplied from an island facility (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to a control device and drive means provided in the gaming machine 10.
[0104] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIGS. 12 to 19.
[0105] [Main control unit 331] As shown in FIG. 12, the main control unit 331 includes a main control device 4 that executes main control of the game in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for shifting to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.
[0106] The MPU 41 is an arithmetic unit configured as a one-chip microcomputer. Also, the MPU 41 has a built-in ROM 411 and RAM 412. The MPU 41 executes processing according to a control program stored in the ROM 411 and the like. Also, part or all of the processing executed by the main control device 4 may be executed by an electronic circuit.
[0107] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. Also, the input / output I / F 42 has connected to it the in-ball sensors 313a to 317a, the out-ball sensor 318a, and the special out-ball sensor 384, etc. Then, the MPU 41 determines the presence or absence of a game ball entering the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, and the presence or absence of the game ball 99 passing through the through gate 317, based on the detection signals from the in-ball sensors 313a to 317a. Also, the MPU 41 counts the number of out-balls (number of launched balls) based on the detection signal from the out-ball sensor 318a. Furthermore, the input / output I / F 42 has connected to it the voice lamp control device 5, the payout control device 7, the launch control device 8, and the power supply control device 9, etc.
[0108] Then, the MPU 41 outputs commands such as a variation pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a round game start command, a round game end command, an ending start command, a jackpot game end command, a special out-ball detection command, and a setting value change command to the voice lamp control device 5.
[0109] The variable pattern command is a command that notifies the voice lamp control device 5 of the variable display time and the lottery result in the jackpot lottery. When the lottery result in the jackpot lottery is a jackpot, it includes information regarding the jackpot type. The variable pattern command is set in step S1605 in the variable start process of FIG. 26 described later, based on the information stored in the pending storage area 412b described later, when starting the symbol variable display by the main display unit 36. Note that the variable pattern command may be a command that notifies only the variable display time to the voice lamp control device 5. In this case, the command that notifies the lottery result and the jackpot type in the jackpot lottery to the voice lamp control device 5 is set as a command different from the variable pattern command.
[0110] The first pending command and the second pending command are commands that notify the voice lamp control device 5 of the lottery result, variable pattern, and the number of pending N or the number of pending M in the jackpot lottery for the increased pending when the number of pending N or the number of pending M stored in the pending storage area 412b described later increases. The first pending command and the second pending command are set based on the information stored in the pending storage area 412b described later when there is an increase in the number of pending N or the number of pending M (step S1207 or step S1209 in the first pending command setting process of FIG. 22 described later).
[0111] The shift command is a command that notifies the voice lamp control device 5 that the pass / fail information indicating the lottery result in the jackpot lottery in the first pending area REA1 to the fourth pending area REA4 or the first pending area REB1 to the fourth pending area REB4 has shifted when the number of pending N or the number of pending M decreases. The shift command is set in step S1508 in the data setting process of FIG. 25 described later.
[0112] The jackpot game start command is a command that notifies the voice lamp control device 5 that the jackpot game starts, that is, the game state transitions to the jackpot game state. When transitioning to the jackpot game state, it is set in the game state transition process in the main process of FIG. 23 described later. Also, since the jackpot game start command is a command that notifies the voice lamp control device 5 that the jackpot game starts, the voice lamp control device 5 can grasp not only that the jackpot game is started but also that the opening is started by receiving the jackpot game start command. However, an opening start command may be set separately from the jackpot start command so that the voice lamp control device 5 can grasp that the opening is started by the opening start command.
[0113] The round game start command is a command that notifies the voice lamp control device 5 to start each round game and the round number information indicating which round the round game is in the opening / closing execution mode in the jackpot game. It is set in the jackpot game control process in the main process of FIG. 23 described later. Note that the voice lamp control device 5 can grasp that the opening ends and the opening / closing execution mode starts by the round game start command. However, an opening end command may be set at the end of the opening separately from the round game start command, or an opening / closing execution mode start command may be set when the opening / closing execution mode starts. Also, a command indicating the round number of the round game to be started may be set at the start of the round game separately from the round game start command, and that command may be transmitted to the voice lamp control device 5.
[0114] The round game end command is a command that notifies the voice lamp control device 5 to end the corresponding round game in the opening / closing execution mode in the jackpot game. It is set in the jackpot game control process in the main process of FIG. 23 described later.
[0115] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game has ended, and is set in the jackpot game control process in the main process of FIG. 23 described later.
[0116] The special out ball detection command is a command indicating that the game ball detected by the special out ball sensor 384 is a special out ball that has entered the special out ball opening 373 of the kurune device 37, and is set in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 20 described later. Note that the voice lamp control device 5 counts the number of special out balls within a predetermined period based on the special out ball detection command, and the control content on the 7-segment display unit 39 is determined.
[0117] The setting value change command is a command that notifies the voice lamp control device 5 that the setting value has been changed and the changed setting value, and is set in step S1710 in the setting value change process of FIG. 27 described later.
[0118] Note that commands other than the above-mentioned commands may be output from the main control device 4 to the voice lamp control device 5, but their descriptions are omitted.
[0119] Also, the main control device 4 is equipped with an oscillation circuit and a frequency division circuit, etc. as means for supplying an operation clock to the MPU 41. The oscillation circuit outputs a clock signal with a predetermined frequency, and the frequency division circuit changes the frequency of the clock signal output from the oscillation circuit and inputs it to the MPU 41. Specifically, the execution period of the main timer interrupt process described later executed by the MPU 41 is determined by the clock signal output from the frequency division circuit.
[0120] In this embodiment, a clock signal is supplied from a frequency division circuit to the MPU 41 at a preset interval (for example, 4 msec), and the MPU 41 activates and executes the main timer interrupt process described later each time a rising edge (or falling edge) of the clock signal occurs. Note that the oscillation circuit and the frequency division circuit are also mounted on the sub-control unit 332 and the peripheral control unit 140 as needed to supply the operation clock of the control main body in the sub-control unit 332 and the peripheral control unit 140. Further, a clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.
[0121] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processes executed by the MPU 41. For example, the RAM 412 is used for setting commands transmitted to the voice lamp control device 5 and the like. Note that the RAM 412 may be a non-volatile storage unit.
[0122] Here, while referring to FIG. 13, a storage area for the MPU 41 of the main control device 4 of the gaming machine 10 to perform a jackpot lottery or the like will be described. Specifically, the MPU 41 executes a jackpot lottery and setting of a variable display time using the counter information stored in the lottery counter 412a, the hold storage area 412b, and the electric role hold area 412c of the RAM 412.
[0123] The lottery counter 412a includes a jackpot random number counter C1 used for the lottery of jackpot winning, a jackpot type counter C2 used for determining the jackpot type, and a reach random number counter C3 used for determining the non-winning type. The lottery counter 412a also includes a random number initial value counter CIN1 used for setting the initial value of the jackpot random number counter C1, and a variation type counter CS1 for determining the variation display time in the main display section 36 and the symbol display section 341. Further, the lottery counter 412a includes a normal winning random number counter C4 used for the lottery of whether to set the electric accessory 315b of the second winning opening 315 to the electrically released state, and a normal winning initial value counter CIN2 used for setting the initial value of the normal winning random number counter C4. Hereinafter, when these multiple types of counters are described collectively, they are simply abbreviated as counters.
[0124] The counters C1 to C4, CIN1, CIN2, and CS1 are used as loop counters that are incremented by 1 from the previous value at short time intervals by the MPU 41 and return to 0 after reaching a preset maximum value. The updated values are recorded in the counters C1 to C4, CIN1, CIN2, and CS1 and are referred to by the MPU 41 when conducting the jackpot lottery and setting the variation display time, etc.
[0125] The reserved storage area 412b includes a first reserved storage area REA, a second reserved storage area REB, and an execution area AE. The first reserved storage area REA includes a first reserved area REA1, a second reserved area REA2, a third reserved area REA3, a fourth reserved area REA4, and a reserved number storage area NAA. Hereinafter, a jackpot lottery is performed based on each value stored in the first reserved storage area REA, and the type of variable game in which the first special symbol display unit 362 performs variable display and stop display may be referred to as the first special symbol game. The second reserved storage area REB includes a first reserved area REB1, a second reserved area REB2, a third reserved area REB3, a fourth reserved area REB4, and a reserved number storage area NAB. Hereinafter, a jackpot lottery is performed based on each value stored in the second reserved storage area REB, and the type of variable game in which the second special symbol display unit 363 performs variable display and stop display may be referred to as the second special symbol game.
[0126] When a game ball enters the first winning port 314, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS1 stored in the RAM 412 is acquired as the pass / fail information used in the jackpot lottery and stored in any one of the first reserved area REA1 to the fourth reserved area REA4 of the first reserved storage area REA. When a game ball enters the second winning port 315, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS1 stored in the RAM 412 is acquired as the pass / fail information used in the jackpot lottery and stored in any one of the first reserved area REB1 to the fourth reserved area REB4 of the second reserved storage area REB. The pass / fail information acquisition process is executed by the MPU 41 functioning as the determination means of the present invention by executing a process according to the control program. Note that lottery counters 412a (such as the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS1) may be provided individually for each of the first reserved storage area REA and the second reserved storage area REB.
[0127] As described above, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the variation type counter CS1 is stored in any one of the first reserved areas REA1 to REA4 of the first reserved storage area REA and the first reserved areas REB1 to REB4 of the second reserved storage area REB.
[0128] Therefore, based on the pass / fail information stored in the first reserved areas REA1 to REA4 and the first reserved areas REB1 to REB4 of the second reserved storage area REB, in addition to the lottery result of the jackpot lottery for the variable game executed, it is possible to pre-determine the variation pattern (variation display time) of the symbol variation display displayed on the symbol display unit 341.
[0129] Specifically, when a game ball enters the first winning port 314, the pass / fail information is stored in the available area in the order of priority of the first reserved area REA1, the second reserved area REA2, the third reserved area REA3, and the fourth reserved area REA4. In the reserved number storage area NAA, the number of the first reserved areas REA1 to REA4 in which the pass / fail information is stored is stored as the reserved number N.
[0130] Also, when a game ball enters the second winning port 315, the pass / fail information is stored in the available area in the order of priority of the first reserved area REB1, the second reserved area REB2, the third reserved area REB3, and the fourth reserved area REB4. In the reserved number storage area NAB, the number of the first reserved areas REB1 to REB4 in which the pass / fail information is stored is stored as the reserved number M.
[0131] That is, in the gaming machine 10, it is possible to reserve up to a maximum of 4 pieces of pass / fail information each as the winning history for the first winning port 314 and the second winning port 315 in a total of 8 storage areas corresponding to the maximum reserved numbers of the first reserved areas REA1 to REA4 and the first reserved areas REB1 to REB4.
[0132] Note that, as another embodiment, it is conceivable that a holding area with a maximum holding number of eight is provided in common for the first winning port 314 and the second winning port 315. Even in this case, it is possible to hold the pass / fail information as the winning history up to a maximum of eight. The storage process of the pass / fail information is executed by the MPU 41 by executing a process according to a control program.
[0133] The execution area AE is a storage area used to move the pass / fail information stored in the first holding area REA1 of the first holding storage area REA or the first holding area REB1 of the second holding storage area REB when the symbol variation display in the main display unit 36 and the symbol display unit 341 starts. Specifically, the pass / fail information in the first holding area REB1 of the second holding storage area REB is preferentially moved to the execution area AE. When there is no pass / fail information in the first holding area REB1 of the second holding storage area REB and the holding number storage area NAB is 0, the pass / fail information in the first holding area REA1 of the first holding storage area REA is moved to the execution area AE.
[0134] Note that, as another embodiment, when the difference between the holding number M stored in the holding number storage area NAA of the first holding storage area REA and the holding number N stored in the holding number storage area NAB of the second holding storage area REB is 2 or more, it is conceivable that the value of the holding area with the larger number is preferentially moved to the execution area AE. Also, as another embodiment, it is conceivable that the pass / fail information in the first holding area REA1 of the first holding storage area REA and the first holding area REB1 of the second holding storage area REB is alternately moved to the execution area AE.
[0135] Then, when starting a single variable game, the MPU 41 performs a jackpot lottery or the like based on the numerical information stored as the win / loss information in the execution area AE. At this time, when the first save area REA1 of the first save storage area REA is moved to the execution area AE, the win / loss information stored in the second save area REA2 shifts to the first save area REA1, the win / loss information stored in the third save area REA3 shifts to the second save area REA2, and the win / loss information stored in the fourth save area REA4 shifts to the third save area REA3.
[0136] Similarly, when the first save area REB1 of the second save storage area REB is moved to the execution area AE, the win / loss information stored in the second save area REB2 shifts to the first save area REB1, the win / loss information stored in the third save area REB3 shifts to the second save area REB2, and the win / loss information stored in the fourth save area REB4 shifts to the third save area REB3.
[0137] The jackpot random number counter C1 is incremented by 1 in order within a range of, for example, 0 to 637, and after reaching the maximum value, it is reset to 0. In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CIN1 is a loop counter updated within the same range (0 to 738) as the jackpot random number counter C1. The jackpot random number counter C1 is updated periodically and is stored in the save storage area 412b at the timing when the game ball wins the first winning port 314 or the second winning port 315.
[0138] The values of the random numbers for jackpot winning are set in two types corresponding to the low probability mode and the high probability mode in the probability variable game state according to the win / loss table stored in the win / loss table storage area in the ROM 411. Here, FIG. 14(A) is a low probability mode win / loss table corresponding to the low probability mode, and FIG. 14(B) is a diagram showing an example of a high probability mode win / loss table corresponding to the high probability mode.
[0139] In the examples shown in FIGS. 14(A) and 14(B), as the low-probability mode pass / fail table and the high-probability mode pass / fail table, a plurality of pass / fail tables are provided in which the probability (big win probability) that the lottery result in the big win lottery becomes a big win varies according to the game setting value. The low-probability mode pass / fail table and the high-probability mode pass / fail table each include six pass / fail tables corresponding to six game setting values 1 to 6. In the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, the big win probability that the lottery result in the big win lottery becomes a big win is high and advantageous to the player.
[0140] In game setting value 1, out of 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 206 (0 to 205) for the low-probability mode pass / fail table and 821 (0 to 820) for the high-probability mode pass / fail table. That is, in game setting value 1, the big win probability in the low-probability mode is about 1 / 318.1 (206 / 65,536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 79.9 (820 / 65,536).
[0141] In game setting value 2, out of 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 212 (0 to 211) for the low-probability mode pass / fail table and 845 (0 to 844) for the high-probability mode pass / fail table. That is, in game setting value 2, the big win probability in the low-probability mode is about 1 / 309.1 (212 / 65,536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 77.6 (845 / 65,536).
[0142] In game setting value 3, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the big win lottery is a big win is 218 (0 to 217) for the low probability mode pass / fail table and 869 (0 to 868) for the high probability mode pass / fail table. That is, in game setting value 3, the big win probability in the low probability mode is approximately 1 / 300.6 (218 / 65,536), and the big win probability in the high probability mode is approximately 4 times that of the low probability mode, about 1 / 75.4 (869 / 65,536).
[0143] In game setting value 4, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the big win lottery is a big win is 224 (0 to 223) for the low probability mode pass / fail table and 893 (0 to 892) for the high probability mode pass / fail table. That is, in game setting value 4, the big win probability in the low probability mode is approximately 1 / 292.6 (224 / 65,536), and the big win probability in the high probability mode is approximately 4 times that of the low probability mode, about 1 / 73.4 (893 / 65,536).
[0144] In game setting value 5, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the big win lottery is a big win is 230 (0 to 229) for the low probability mode pass / fail table and 917 (0 to 916) for the high probability mode pass / fail table. That is, in game setting value 5, the big win probability in the low probability mode is approximately 1 / 284.9 (230 / 65,536), and the big win probability in the high probability mode is approximately 4 times that of the low probability mode, about 1 / 71.5 (917 / 65,536).
[0145] In game setting value 6, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the big win lottery is a big win is 236 (0 to 235) for the low probability mode pass / fail table and 941 (0 to 940) for the high probability mode pass / fail table. That is, in game setting value 6, the big win probability in the low probability mode is approximately 1 / 277.7 (236 / 65,536), and the big win probability in the high probability mode is approximately 4 times that of the low probability mode, about 1 / 69.6 (941 / 65,536).
[0146] In addition, when the value of the jackpot random number counter C1 is other than the random number values that result in these jackpot wins, the lottery result in the jackpot lottery will be a miss.
[0147] Here, in the low-probability mode pass / fail table and the high-probability mode pass / fail table, although the random numbers that result in a jackpot in the jackpot lottery for the same game setting values are common, it is also conceivable that the random numbers that result in a jackpot are not common. Also, the random numbers that result in a jackpot win may not be consecutive values, and may be partially or entirely discrete values.
[0148] Also, the low-probability mode pass / fail table and the high-probability mode pass / fail table are each provided in six sets corresponding to six levels of game setting values, but at least one pass / fail table for each mode is sufficient. That is, the game setting values are not limited to six levels. Also, it is conceivable to provide a plurality of low-probability mode pass / fail tables corresponding to a plurality of levels of game setting values, while providing one high-probability mode pass / fail table. That is, it is also conceivable to provide a plurality of levels of game setting values for the low-probability mode and not provide stepped game setting values for the high-probability mode, and make the jackpot probability uniform. Of course, the jackpot probability in the low-probability mode may be made uniform, and a plurality of levels of game setting values may be provided for the high-probability mode.
[0149] The jackpot type counter C2 is incremented by one in order within the range of 0 to 19, and after reaching the maximum value, it is reset to 0. The jackpot type counter C2 is updated periodically and is stored in the reserved storage area 412b at the timing when the game ball wins in the first winning port 314 or the second winning port 315. In the gaming machine 10, the value of the jackpot type counter C2 corresponding to each of the two types of jackpot types, namely the probability-variable jackpot and the normal jackpot, is set according to the distribution table stored in the distribution table storage area in the ROM 411.
[0150] Here, FIG. 14(C) is a diagram showing an example of a payout table. In the example shown in FIG. 14(C), when the type of variable game is the first special symbol game triggered by winning at the first winning opening 314, the number of random numbers for a 5R certain-variation jackpot is 10 numbers from 0 to 9, the number of random numbers for a 16R certain-variation jackpot is 5 numbers from 10 to 14, and the number of random numbers for a 5R normal jackpot is 5 numbers from 15 to 19. On the other hand, when the type of variable game is the second special symbol game triggered by winning at the second winning opening 315, the number of random numbers for a 5R certain-variation jackpot is 5 numbers from 0 to 4, the number of random numbers for a 16R certain-variation jackpot is 10 numbers from 5 to 14, and the number of random numbers for a 5R normal jackpot is 5 numbers from 15 to 19. That is, the gaming machine 10 is a so-called loop certain-variation machine in which the probability of a certain-variation jackpot in the first special symbol game and the second special symbol game is the same. Also, in the gaming machine 10, the probability of a 16R certain-variation jackpot in the second special symbol game is set higher than that in the first special symbol game. That is, in the certain-variation game state (high probability mode and high-frequency support mode with a high opening probability of the electric accessory 315b), compared to the time-saving game state (low probability mode and high-frequency support mode) and the normal game state (low probability mode and low-frequency support mode with a low opening probability of the electric accessory 315b), the expected value of the number of game balls obtained when the lottery result in the jackpot lottery is a jackpot is set higher.
[0151] Note that in the present embodiment, individual payout tables are set for each of the first winning opening 314 that triggers the execution of the first special symbol game by winning, and the second winning opening 315 that triggers the execution of the second special symbol game by winning. Although the probability of distributing the jackpot type varies depending on whether the game ball wins at the first winning opening 314 or the second winning opening 315, it is also conceivable that the probability of distributing the jackpot type is the same between the first special symbol game and the second special symbol game. Also, the gaming machine 10 is not limited to a loop certain-variation machine, and it is also conceivable to configure it as a so-called ST machine, V-ST machine, a one-kind-two-kind hybrid machine, etc.
[0152] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the execution area AE, the MPU 41 determines whether the lottery result in the jackpot lottery is any of "5R sure win jackpot", "16R sure win jackpot", "5R normal jackpot", and "loss".
[0153] Here, when the lottery result in the jackpot lottery is a 5R sure win jackpot or a 5R normal jackpot, an opening / closing execution mode is executed in which the round game in which the variable winning opening 316 is opened in the jackpot game is repeated 5 times. Also, when the lottery result in the jackpot lottery is a 16R sure win jackpot, an opening / closing execution mode is executed in which the round game is repeated 16 times in the jackpot game.
[0154] In the case of a 5R sure win jackpot or a 16R sure win jackpot, after the jackpot game ends, it shifts to a probability variable game state that is a high probability mode with a high jackpot winning probability and a high frequency support mode with a high opening probability of the electric accessory 315b. And in the present embodiment, the probability variable game state continues until the MPU 41 determines that the lottery result in the jackpot lottery is "5R sure win jackpot", "16R sure win jackpot" or "5R normal jackpot".
[0155] On the other hand, in the case of a 5R normal jackpot, after the jackpot game ends, it shifts to a short time game state that is a low probability mode with a low jackpot winning probability and a high frequency support mode with a high opening probability of the electric accessory 315b. And in the present embodiment, the short time game state (low probability mode and high frequency support mode) continues until, for example, the lottery result in the jackpot lottery for a preset specified number of times such as 50 times or 100 times is notified to the player, or ends when the player is informed that the lottery result in the jackpot lottery is a jackpot before the elapse of the specified number of times.
[0156] Incidentally, when the gaming machine 10 is configured as an ST machine or a V-ST machine instead of a loop variable probability machine, after the jackpot game ends in the case of a variable probability jackpot, a jackpot lottery is executed in a variable probability gaming state (high probability mode and high frequency support mode) for a preset specified number of times (for example, 50 times or 100 times). If the lottery result in the jackpot lottery does not result in a jackpot before the specified number of times elapses, the game shifts to the normal gaming state (low probability mode and low frequency support mode), and the high frequency support mode ends. Also, it is conceivable as another embodiment to conduct a fall lottery from the variable probability gaming state to the time-saving gaming state or the normal gaming state in the variable game. Note that when the lottery result in the jackpot lottery fails, the game does not shift to the jackpot game state or the time-saving game state. In this embodiment, the case where the gaming machine 10 has three types of jackpot categories, namely a 5R variable probability jackpot, a 16R variable probability jackpot, and a 5R normal jackpot, will be described as an example. However, it is not limited to this, and it is also conceivable to have other jackpot categories such as a 2-round variable probability jackpot, a 2-round normal jackpot, and a 16R normal jackpot.
[0157] Also, the reach random number counter C3 is incremented by 1 in order within a range of, for example, 0 to 238, and after reaching the maximum value, it is reset to 0. The reach random number counter C3 is updated periodically and is stored in the hold storage area 412b at the timing when the game ball wins in the first winning port 314 or the second winning port 315.
[0158] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display displayed on the symbol display unit 341 when the lottery result in the jackpot lottery fails. Specifically, according to the miss type table stored in the miss type table storage area in the ROM 411, there are three types of miss types: a before-and-after miss reach where the final stop symbol is shifted by only one position before and after the reach symbol after a reach occurs, a reach other than before-and-after miss where the final stop symbol stops outside the range before and after the reach symbol after a reach occurs, and a complete miss where no reach occurs. The values of the reach random number counter C3 corresponding to each of these miss types are set.
[0159] Here, FIG. 14(D) is a diagram showing an example of a deviation type table. In the example shown in FIG. 14(D), the values of the random numbers that become front and rear deviation reaches are 0 to 8, the values of the random numbers that become reaches other than front and rear deviations are 9 to 38, and the values of the random numbers that become complete deviations are 39 to 238. Note that the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3 in a variable game in which it wins a 5R certain-variable jackpot, a 16R certain-variable jackpot, or a 5R normal jackpot, that is, a variable game that shifts to the opening / closing execution mode.
[0160] Here, a reach is a variable state in which, between the start of the variable display of the symbols in the symbol display unit 341 and the stop of the symbol display, a state in which it is likely to become a symbol combination of a decorative symbol indicating a win is shown. In one example, it is a state in which the same symbol stops and is displayed at two of the three stop positions on the effective line in the symbol display unit 341, and the display symbol corresponding to the remaining one stop position fluctuates. Also, during the variable state of the reach in the symbol display unit 341, a story production process that displays a video of a predetermined character or the like to suggest the degree of expectation, a player participation type operation production process in which an operation on the operation button 20 by the player is reflected in the production, etc. are executed. Note that during the execution of these production processes, the variable display in the symbol display unit 341 may become non-displayed, or may be displayed in a reduced or enlarged manner.
[0161] The normal hit random number counter C4 is incremented by 1 in order within a range of 0 to 250, for example, and after reaching the maximum value, it is reset to 0. The normal hit random number counter C4 is updated periodically, and is stored in the electric role reservation area 412c in the RAM 412 at the timing when the game ball wins the through gate 317. Then, at a predetermined timing, a lottery is conducted to determine whether to open the electric accessory 315b for a predetermined time based on the value of the normal hit random number counter C4 stored in the electric role reservation area 412c. For example, it is considered that a win occurs when the normal hit random number counter C4 is 0 to 199, and a miss occurs when the normal hit random number counter C4 is 200 to 250.
[0162] The variable type counter CS1 is incremented by 1 in sequence within a range of, for example, 0 to 199, and is reset to 0 after reaching the maximum value. Specifically, the variable type counter CS1 determines the type of variation pattern (variation display time) of the symbol variation display shown on the symbol display unit 341 according to the lottery result in the jackpot lottery. In this way, by determining the variation pattern type, in the voice lamp control device 5, rough variation game performance types such as high-speed variation effects (basic effects, non-reach effects), normal reach effects, super reach effects, and special reach effects are determined according to the variation pattern type (variation display time). The variable type counter CS1 is updated once each time the main process described later is executed once by the MPU 41, and is repeatedly updated even within the remaining time in the main process. Also, the value of the variable type counter CS1 is stored in the hold storage area 412b at the timing when the game ball wins the first winning port 314 or the second winning port 315.
[0163] Then, the MPU 41 determines a variation pattern indicating the variation display time based on the variable type counter CS1 and a preset variation table. Specifically, the MPU 41 specifies the type of the variation pattern while referring to the normal jackpot variation table, certain jackpot variation table, or non-winning variation table stored in advance in the variation table storage area of the ROM 411. Note that these variation tables may be provided individually for each of the low probability mode and the high probability mode. Also, the certain jackpot variation table may be provided individually for each of the 5R certain jackpot and the 16R certain jackpot.
[0164] Here, FIGS. 15(A), 15(B), and 15(C) are diagrams showing examples of a normal jackpot variation table, a sure-win jackpot variation table, and a miss variation table. As shown in FIGS. 15(A), 15(B), and 15(C), in the normal jackpot variation table, the sure-win jackpot variation table, and the miss variation table, variation patterns are pre-associated according to the value of the variation type counter CS1. Then, when the lottery result in the jackpot lottery is "5R normal jackpot", the MPU 41 refers to the normal jackpot variation table, when the lottery result is "5R sure-win jackpot" or "16R sure-win jackpot", it refers to the sure-win jackpot variation table, and when the lottery result is "miss", it refers to the miss variation table, respectively, to identify the type of variation pattern.
[0165] More specifically, as shown in FIGS. 15(A) and 15(B), in the normal jackpot variation table and the sure-win jackpot variation table, any one of the variation patterns "01" to "03" is selected according to the value of the variation type counter CS1. Here, when the variation pattern "01" is selected, the voice lamp control device 5 determines a normal reach effect pattern with a variation display time of 30 s as the variation type (effect pattern type), and the normal reach effect pattern is executed on the symbol display unit 341. The normal reach effect pattern is an effect pattern in which the final individual effect type in the variable game effect is the normal reach effect. Also, when the variation pattern "02" is selected, the voice lamp control device 5 determines a super reach effect pattern with a variation display time of 60 s as the variation type (effect pattern type), and the super reach effect pattern is executed on the symbol display unit 341. The super reach effect pattern is an effect pattern in which the final individual effect type in the variable game effect is the super reach effect. Further, when the variation pattern "03" is selected, the voice lamp control device 5 determines a special reach effect pattern with a variation display time of 90 s, which is the longest, as the variation type (effect pattern), and the special reach effect pattern is executed on the symbol display unit 341. The special reach effect pattern is an effect pattern in which the final individual effect type in the variable game effect is the special reach effect.
[0166] As shown in FIG. 15(C), in the deviation variation table, for each stop type at deviation (front-back deviation reach, reach other than front-back deviation, complete deviation) determined by the value of the reach random number counter C3, the correspondence between the variation type counter CS1 and the variation pattern is defined. More specifically, when the stop type at deviation is front-back deviation reach or reach other than front-back deviation, any one of the variation patterns "01" to "03" is selected according to the value of the variation type counter CS1. On the other hand, when the stop type at deviation is complete deviation, either the variation pattern "04" or "05" is selected according to the value of the variation type counter CS1. When the variation pattern "04" is selected, in the voice lamp control device 5, a reachless effect pattern (non-reach effect pattern) with a variation display time of 7 s is determined as the variation type (effect pattern type), and the non-reach effect pattern is executed on the symbol display unit 341. Also, when the variation pattern "05" is selected, in the voice lamp control device 5, a reachless effect pattern (non-reach effect pattern) with a variation display time of 10 s is determined as the variation type (effect pattern type), and the non-reach effect pattern is executed on the symbol display unit 341.
[0167] For example, in the gaming machine 10, as the variation display at deviation corresponding to the variation pattern "04", a variation display of a deviation pattern in which the variation display stops at the deviation symbol is executed without accompanying a preview effect such as displaying a character, a message, etc. Also, in the gaming machine 10, as the variation display at deviation corresponding to the variation pattern "05", a variation display of a deviation pattern in which the variation display stops at the deviation symbol is executed with accompanying a preview effect such as displaying a character, a message, etc. Also, during the variation display at deviation corresponding to the variation pattern "05", a player participation type operation effect that reflects the operation of the operation button 20 by the player may be executed as a preview effect.
[0168] Note that the types of variation patterns are not limited to the examples shown in FIGS. 15(A), 15(B), and 15(C). Further, the sure-win big hit variation tables may be provided individually for each of the 5R sure-win big hit and the 16R sure-win big hit.
[0169] For example, in the gaming machine 10, as normal reach effects executed in the normal reach effect pattern corresponding to the variation pattern "01", a plurality of types of normal reach effects with different characters, stories, etc. are prepared, and any one of the normal reach effects selected from them is executed.
[0170] Similarly, in the gaming machine 10, as super reach effects executed in the super reach effect pattern corresponding to the variation pattern "02", a plurality of types of super reach effects with different characters, stories, etc. are prepared, and any one of the super reach effects selected from them is executed. The super reach effect is a reach effect with a longer variation time than the normal reach effect, and is executed when suggesting to the player that the probability (expectation) that the lottery result in the big hit lottery is a big hit is higher than that of the normal reach effect, and the probability (expectation) of winning a big hit is lower than that of the special reach effect.
[0171] Furthermore, in the gaming machine 10, as special reach effects executed in the special reach effect pattern corresponding to the variation pattern "03", a plurality of types of special reach effects with different characters and stories, etc. are prepared, and any one of the special reach effects selected from them is executed. The special reach effect is a reach effect with a longer variation time than the normal reach effect, and is, for example, an effect developed from the normal reach effect or the super reach effect. The special reach effect is executed when suggesting to the player that the probability (expectation) of winning a big hit is higher than that of the normal reach effect and the special reach effect.
[0172] Note that the production patterns corresponding to the variation patterns may include player participation type operation productions such as operation productions in which the operation status of the operation button 20 by the player is reflected in the production, for example, single-shot operation productions in which single-shot operations are reflected in the production, continuous pressing operation productions in which continuous pressing operations of the operation button 20 by the player are reflected in the production, long pressing operation productions in which long pressing operations of the operation button 20 by the player are reflected in the production, and the like.
[0173] When the MPU 41 identifies a variation pattern indicating the variation display time by the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 and the symbol display section 341, it inputs a variation pattern command indicating the variation pattern and the lottery result in the big win lottery to the voice lamp control device 5. Specifically, when the lottery result is "5R normal big win", the MPU 41 outputs any one of the variation pattern commands "A01" to "A03" with "A" indicating that it is a 5R normal big win attached before the variation patterns "01" to "03". Further, when the lottery result is "5R sure change big win", the MPU 41 outputs any one of the variation pattern commands "B01" to "B03" with "B" indicating that it is a 5R sure change big win attached before the variation patterns "01" to "03". Furthermore, when the lottery result is "16R sure change big win", the MPU 41 outputs any one of the variation pattern commands "C01" to "C03" with "C" indicating that it is a 16R sure change big win attached before the variation patterns "01" to "03". Also, when the lottery result is "miss", the MPU 41 outputs any one of the variation pattern commands "D01" to "D05" with "D" indicating that it is a miss attached before the variation patterns "01" to "05". Thereby, the voice lamp control device 5 can determine the variation pattern (variation display time) and the lottery result based on the variation pattern command, and based on the variation pattern and the lottery result, determine details of the variation mode such as the variation type and the production type displayed on the symbol display section 341. Then, the voice lamp control device 5 causes the symbol display section 341 to execute a variation display based on the determined details of the variation mode, reproduces a voice from the speaker 26 in accordance with the variation display, and lights, blinks, or turns off the electric decoration section 27.
[0174] As described above, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process of determining a variation pattern (variation display time) for the variation display on the symbol display unit 341 based on the variation type counter CS1 and the variation table. Therefore, even when the MPU 41 of the gaming machine 10 is configured with an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. In addition, since the details of the variation mode actually displayed on the symbol display unit 341 are determined by the voice lamp control device 5, it is possible to selectively execute various variation modes as the variation mode.
[0175] Here, FIG. 16 is a block diagram showing an example of a game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. Game information such as game history and ball output performance is stored in the game information storage area 412d. In the present embodiment, the game information storage area 412d stores, as game information, "number of out balls", "number of payout balls from the general winning opening", "number of payout balls from the first winning opening", "number of payout balls from the second winning opening", "number of payout balls from the variable winning opening", "set value", "base information", "continuous accessory ratio information", "accessory ratio information", "cumulative jackpot lottery count", "unit jackpot lottery count", "jackpot count", and "continuous miss count". Among these game information, "set value", "base information", "continuous accessory ratio information", "accessory ratio information", and "unit jackpot lottery count" correspond to game information (performance information) related to ball output performance.
[0176] The "number of out balls" is an integrated value of the number of game balls launched onto the game board 31 in the normal game state (low probability mode and low frequency support mode). This "number of out balls" is stored as a value obtained by counting the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 20 described later.
[0177] "The number of game balls paid out from the general winning opening" is the cumulative value of the game balls paid out for a win at the general winning opening 313 in the normal game state (low probability mode and low frequency support mode). When a win at the general winning opening 313 is detected by the ball entry sensor 313a in the normal game state, this "number of game balls paid out from the general winning opening" is updated to the value obtained by adding the number of game balls paid out for this win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the general winning opening 313 in the prize ball command setting process of step S1303 in the main process of FIG. 23 described later.
[0178] "The number of game balls paid out from the first winning opening" is the cumulative value of the game balls paid out for a win at the first winning opening 314 in the normal game state (low probability mode and low frequency support mode). When a win at the first winning opening 314 is detected by the ball entry sensor 314a in the normal game state, this "number of game balls paid out from the first winning opening" is updated to the value obtained by adding the number of game balls paid out for this win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the first winning opening 314 in the prize ball command setting process of step S1303 in the main process of FIG. 23 described later.
[0179] "The number of game balls paid out from the second winning opening" is the cumulative value of the game balls paid out for a win at the second winning opening 315 in the time-saving game state (low probability mode and high frequency support mode). When a win at the second winning opening 315 is detected by the ball entry sensor 315a in the time-saving game state, this "number of game balls paid out from the second winning opening" is updated to the value obtained by adding the number of game balls paid out for this win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the second winning opening 315 in the prize ball command setting process of step S1303 in the main process of FIG. 23 described later.
[0180] "Variable winning opening payout ball count" is the cumulative value of game balls paid out for winning at the variable winning opening 316 in the jackpot gaming state. When a win at the variable winning opening 316 is detected by the ball entry sensor 316a in the jackpot gaming state, this "variable winning opening payout ball count" is updated to the value obtained by adding the payout ball count for the current win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the variable winning opening 316 in the prize ball command setting process of step S1303 in the main process of FIG. 23 described later.
[0181] "Set value" is for selecting a low probability mode pass / fail table (see FIG. 14(A)) and a high probability mode pass / fail table (see FIG. 14(B)) used in the jackpot lottery (win / loss determination). In other words, the "set value" defines the jackpot probabilities in the low probability mode and the high probability mode. In the present embodiment, six levels of set values (six types of low probability mode pass / fail tables with different jackpot probabilities (see FIG. 14(A)) and high probability mode pass / fail tables (see FIG. 14(B))) are prepared as described later. The "set value" is updated in the set value change process of FIG. 27 described later.
[0182] "Base information" is information regarding the "base", which is the payout rate (payout ball rate) in the normal gaming state (low probability mode and low frequency support mode). This "base" is the ratio of the total payout balls of the "general winning port payout balls" and the "first winning port payout balls" to the "out balls" in the normal gaming state. When expressing the "base" as a mathematical formula, "base" = 100 × ("general winning port payout balls" + "first winning port payout balls") / "out balls". "Base information" includes information regarding the current base BL, the previous 60,000 ball base B1, and the previous-previous 60,000 ball base B2. Here, the previous 60,000 ball base B1 and the previous-previous 60,000 ball base B2 are updated each time the number of out balls reaches 60,000 in the specific performance information update process of FIG. 28 described later (steps S1805 and S1806). Specifically, when the most recent number of out balls reaches 60,000, the "base" is used as the previous 60,000 ball base B1, and when the number of out balls reached 60,000 one time before that, the "base" is used as the previous-previous 60,000 ball base B2, and they are respectively stored as "base information" in the game information storage area of the RAM 412. Also, until the counter value of the number of out balls reaches 60,000, it is calculated as the current base BL (step S1804), and the current base BL is stored as "base information" in the game information storage area of the RAM 412. Also, when it is calculated as the current base BL until the counter value of the number of out balls reaches 60,000, in addition to the "general winning port payout balls", "first winning port payout balls", and "out balls" described above, the "general winning port payout balls", "first winning port payout balls", and "out balls" for base calculation are stored in the "base information".
[0183] Note that in this embodiment, the "base information" includes the "current base BL", the "previous 60,000 ball base B1", and the "previous-previous 60,000 ball base B2", and the 60,000 ball bases for the past two times are left as a history, but the 60,000 ball bases for three or more times in the past may be left as a history. Also, as the "base information", the cumulative base from when the gaming machine 10 was installed in the game hall until now may be included.
[0184] "Continuous accessory ratio information" is information regarding the "continuous accessory ratio", which is the ratio occupied by the payout balls of the variable winning opening in the total number of payout balls due to winning at all winning openings (general winning opening 313, first winning opening 314, second winning opening 315, and variable winning opening 316) where there is a payout of prize balls. When expressing the "continuous accessory ratio" as a mathematical formula, "continuous accessory ratio" = 100 × "payout balls of variable winning opening" / "total payout balls". "Continuous accessory ratio information" is updated, for example, in the specific performance information update process of FIG. 28 described later. In the present embodiment, "continuous accessory ratio information" is stored as the cumulative continuous accessory ratio from when the gaming machine 10 is installed in the game hall until the present. Note that "continuous accessory ratio information" may be the continuous accessory ratio for a certain period (for example, for a certain number of jackpot occurrences (for example, 100 times), the period until a certain number of jackpot lotteries (for example, 1000 times) are executed in the normal gaming state, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, "continuous accessory ratio information" may include both the cumulative continuous accessory ratio and the continuous accessory ratio for a certain number of periods.
[0185] "Accessory ratio information" is information regarding the "accessory ratio", which is the ratio occupied by the total payout balls of the second winning opening and the variable winning opening in the total number of payout balls due to winning at all winning openings (general winning opening 313, first winning opening 314, second winning opening 315, and variable winning opening 316) where there is a payout of prize balls. When expressing the "accessory ratio" as a mathematical formula, "accessory ratio" = 100 × ("payout balls of second winning opening" + "payout balls of variable winning opening") / "total payout balls". "Accessory ratio information" is updated, for example, in the specific performance information update process of FIG. 28 described later. In the present embodiment, "accessory ratio information" is stored as the cumulative accessory ratio from when the gaming machine 10 is installed in the game hall until the present. Note that "accessory ratio information" may be the accessory ratio for a certain period (for example, for a certain number of jackpot occurrences (for example, 100 times), the period until a certain number of jackpot lotteries (for example, 1000 times) are executed in the normal gaming state, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, "continuous accessory ratio information" may include both the cumulative accessory ratio and the accessory ratio for a certain number of periods.
[0186] The "cumulative jackpot lottery count" is the number of times a jackpot lottery has been conducted in the normal game state (low probability mode and low frequency support mode) since the activation of the gaming machine 10 was started before the business opening of the game hall until the present. In other words, the "cumulative jackpot lottery count" is also the cumulative number of times the symbol variation display of the first special symbol display section 362 of the main display section 36 has been executed triggered by a winning at the first winning port 314 in the normal game state. The "cumulative jackpot lottery count" is incremented by one each time the symbol variation display of the main display section 36 is started in step S1606 of the variation start process in FIG. 26 described later. Also, the "cumulative jackpot lottery count" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.
[0187] The "number of jackpot draws per unit" is the number of times a jackpot draw is conducted triggered by a winning in the first winning opening 314 for a certain number of minus bonus balls in the normal game state (low probability mode and low frequency support mode) (the number of times the symbol variation display of the first special symbol display section of the main display section 36 is executed). In this embodiment, the certain number is "250 balls", and the bonus balls are the number of balls obtained by subtracting the "number of payout balls from the general winning opening" and the "number of payout balls from the first winning opening" from the "number of out balls". That is, the "number of jackpot draws per unit" is the number of times the variation display of the first special symbol of the first special symbol display section 362 (the number of times a jackpot draw is conducted) for an average of 1000 yen when receiving 250 balls on loan per 1000 yen in the game hall. Note that the "number of jackpot draws per unit" may be the number of times a jackpot draw is conducted for a certain number of "out balls" in the normal game state. The "number of jackpot draws per unit" is updated in the specific performance information update process of FIG. 28 described later. In this embodiment, the "number of jackpot draws per unit" is stored as the cumulative number of jackpot draws per unit from when the gaming machine 10 is installed in the game hall until the present. Note that the "number of jackpot draws per unit" may be for a certain period (for example, for a certain number of jackpot times (for example, 100 times), the period until a certain number of jackpot draws (for example, 1000 times) in the normal game state are executed, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, as the "number of jackpot draws per unit", both the cumulative number of jackpot draws per unit and the number of jackpot draws per unit for a certain number of periods may be stored as game information.
[0188] The "number of jackpot times" is the number of times the lottery result in the jackpot draw conducted from the start of activation of the gaming machine 10 before the start of business in the game hall until the present has become a jackpot. The "number of jackpot times" is incremented by 1 each time the game state is shifted to the jackpot game state in the game state transition process executed in step S1306 in the main process of FIG. 23 described later. Also, the "number of jackpot times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.
[0189] The "consecutive non-winning times" is the number of times the lottery result in the jackpot lottery has consecutively been non-winning in the normal game state (low probability mode and low frequency support mode), and is cleared to 0 times when the lottery result is a jackpot. The "consecutive non-winning times" is incremented by 1 each time the result of the win / loss determination based on the low probability mode win / loss table in step S1603 is non-winning when starting the symbol variation display on the main display unit 36 in step S1606 of the variation start process in FIG. 26 described later, and is cleared to 0 times when the result of the win / loss determination is a jackpot. In the present embodiment, the "consecutive non-winning times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the "consecutive non-winning times" may not be cleared from the game information storage area 412d when the main power supply of the gaming machine 10 is turned off.
[0190] Returning to the description of FIG. 12, the performance information display device 4A displays "base information" and "set values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a set value display unit 45, a set value change operation unit 46, and a ROM 47. Here, FIG. 17 is a diagram schematically showing an example of the performance information display device 4A.
[0191] As shown in FIG. 17, the performance display monitor 43 displays the "base information" in the gaming machine 10, and is provided at a visible position in a state where the inner frame 12 is expanded (see FIG. 3). The performance display monitor 43 is composed of a plurality (four in the present embodiment) of 7-segment displays 431 to 434, and is referred to as a 4-digit 7-segment. Note that the performance display monitor 43 is preferably provided in the main control device 4, but may be provided in a device other than the main control device 4 in the main control unit 331, or may be provided in other components of the game other than the main control unit 331. Also, it is conceivable to display the "base information" using the first special symbol display unit 362 and / or the second special symbol display unit 363 of the main display unit 36.
[0192] The seven-segment displays 431 to 434 can display the digits from "0" to "9" and the alphabets from "A" to "F". In the seven-segment displays 431 to 434, when displaying the alphabet "B", a dot is lit to distinguish it from the digit "8" and it is displayed as "8.", and when displaying the alphabet "D", a dot is lit to distinguish it from the digit "0" and it is displayed as "0.". Also, in the case of displaying any of the alphabets from "A" to "F", it is conceivable to light a dot to clearly indicate that it is an alphabet.
[0193] The performance display monitor 43 has, among the four seven-segment displays 431 to 434, the left two seven-segment displays 431 and 432 as identification segments where the "base type" is displayed in abbreviated form, and the right two seven-segment displays 433 and 434 as ratio segments where the base value (%) calculated by the MPU 41 is displayed. For example, when the current base BL is 31% at present, in the left two seven-segment displays 431 and 432 which are the identification segments, the abbreviation "BL" of the current base BL is displayed as "8." and "L", and in the right two seven-segment displays 433 and 434 which are the ratio segments, the base value "31" is displayed as "3" and "1". That is, in the four seven-segment displays 431 to 434, they are displayed as "8.", "L", "3", "1" in order from the left.
[0194] The performance display switch 44 is used to collectively switch the power supply of the performance display monitor 43 (four 7-segment displays 431 to 434) on and off by a pressing operation, and is provided at an easily operable position in the state where the inner frame 12 is unfolded (see Fig. 3). In the illustrated example, when the upper half of the performance display switch 44 is pressed, the power is turned on, and when the lower half is pressed, the power is turned off. When an operation to turn on the power is performed on the performance display switch 44, the four 7-segment displays 431 to 434 are energized, and the display of the base information on the performance display monitor 43 becomes possible. On the other hand, when an operation to turn off the power is performed on the performance display switch 44, the power supply to the four 7-segment displays 431 to 434 is cut off, and the base information on the performance display monitor 43 becomes non-displayed. Note that the performance display switch 44 may be provided outside the main control device 4.
[0195] Here, Fig. 18(A) is an example of the display on the performance display monitor 43. As shown in Fig. 18(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are in the off state, so the base information is in the non-display state. As shown in Figs. 18(B) to 18(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, as "base information", the current base BL → the previous 60,000-piece base B1 → the previous previous 60,000-piece base B2 → the current base BL loops in order, and each base is repeatedly displayed at regular intervals. The example shown in Fig. 18(B) shows that the current base BL is 28%, the example shown in Fig. 18(C) shows that the previous 60,000-piece base B1 is 34%, and the example shown in Fig. 18(D) shows that the previous previous 60,000-piece base B2 is 32%. On the other hand, as shown in Fig. 18(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off, and the base information on the performance display monitor 43 becomes non-displayed.
[0196] Note that programs necessary to display "base information" on the performance display monitor 43, such as a program for calculating the current base BL, the previous 60,000-piece base B1, and the base B2 of the previous-previous 60,000 pieces, and a program for causing the performance display monitor 43 to sequentially display the current base BL, the previous 60,000-piece base B1, and the base B2 of the previous-previous 60,000 pieces at regular intervals, etc., are stored in a ROM 47 provided separately from the ROM 412 of the MPU 41 in the main control device 4. Thereby, the load on the ROM 411 of the MPU 41 can be reduced. However, when there is a capacity margin in the ROM 411 of the MPU 41, the program necessary to display "base information" on the performance display monitor 43 may be stored in the ROM 411. Further, the program necessary to display "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main control device 4.
[0197] Also, on the performance display monitor 43, instead of or in addition to "base information", other performance information stored in the game information storage area 412d such as "continuous accessory ratio information" and "accessory ratio information" may be displayed.
[0198] Also, the performance display monitor 43 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display.
[0199] Returning to the description of FIG. 17, the set value display unit 45 displays the above-described set values for selecting the low probability mode success / failure table (see FIG. 14(A)) and the high probability mode success / failure table (see FIG. 14(B)) referred to in the jackpot lottery, and is configured by a 7-segment display. Note that the set value display unit 45 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display, and the set value may be displayed using the performance display monitor 43.
[0200] The setting value change operation unit 46 switches the power supply of the 7-segment display on and off by a pressing operation, and enables the change of the setting value by being rotated when the power supply of the 7-segment display is on. The setting value change operation unit 46 has, for example, a function as a contact type switch that is turned on and off by a pressing operation, and a function as a rotary switch whose contacts are switched by a rotation operation (rotation by a predetermined angle). Here, FIG. 19 is a diagram showing an example of display on the setting value display unit 45 of the main control device.
[0201] As shown in FIG. 19(A), when a pressing operation is performed on the setting value change operation unit 46 when the setting value display unit 45 is in the off state, the 7-segment display is energized and numbers are displayed on the setting value display unit 45. The numbers displayed at this time are the setting values stored in the game information storage area 412d of the RAM 412, and indicate the current setting values. In the illustrated example, the setting value is "1". On the other hand, when a pressing operation is performed on the setting value change operation unit 46 when the setting value display unit 45 is in the on state, the energization to the 7-segment display is cut off, and the setting value display unit 45 becomes the off state.
[0202] As shown in FIG. 19(B), when a rotation operation is performed on the set value change operation unit 46 when the set value display unit 45 is in the lit state, the number displayed on the set value display unit 45 is changed. In the illustrated example, when the set value display unit 45 is rotated clockwise, the number displayed on the set value display unit 45 increases, and when the set value display unit 45 is rotated counterclockwise, the number displayed on the set value display unit 45 decreases. And when the number displayed on the set value display unit 45 is changed by rotating the set value display unit 45, the changed number is stored as the set value in the game information storage area 412d of the RAM 412. Therefore, when the set value change operation unit 46 is pressed with the number corresponding to the target set value displayed on the set value display unit 45 and the power of the 7-segment display is turned off, the number displayed immediately before the power is turned off is determined as the set value. Thereby, the MPU 41 can perform a jackpot lottery based on the low probability mode determination table (see FIG. 14(A)) or the high probability mode determination table (see FIG. 14(B)) selected according to the set value stored in the game information storage area 412d of the RAM 412.
[0203] Note that the method of changing the set value is not limited to the method of turning off the power of the set value display unit 45 after rotating the set value change operation unit 46. For example, a method of determining the set value by pressing the operation button 20 (see FIG. 1) after rotating the set value change operation unit 46, a method of changing the number displayed on the set value display unit 45 by repeatedly pressing or long-pressing the operation button 20 (see FIG. 1) and then turning off the power of the set value display unit 45, a method of changing the number displayed on the set value display unit 45 by inserting a key into a keyhole provided in the main control device 4 or the like and rotating the key and then removing the key, etc. may also be used.
[0204] Here, the performance information display device 4A including the set value display unit 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. Further, the control unit 33 is provided on the back side of the game board 31 and is openable and closable with respect to the front frame 11. Therefore, the set value display unit 45 is provided on the back side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 with respect to the front frame 11, it is possible to select a state where it is visible and a state where it is not visible from the outside of the gaming machine 10 (the front side of the front frame 11). That is, while the set value display unit 45 cannot be visually recognized by closing the game board 31 (control unit 33) with respect to the front frame 11, the set value display unit 45 can be visually recognized by opening the game board 31 (control unit 33) with respect to the front frame 11. As a result, when a player executes a game on the gaming machine 10, as long as the game board 31 is not opened, the set value display unit 45 is not visually recognized, so it is possible to prevent the player from grasping the set value by the numbers displayed on the set value display unit 45. And the set value display unit 45 is turned off when a pressing operation is performed on the set value change operation unit 46 when it is in the lit state. Therefore, by maintaining the off state of the set value display unit 45 during the business hours of the game hall, even if the game board 31 is opened due to ball jamming or the like in the gaming machine 10 and the set value display unit 45 becomes visible, it is possible to prevent the player from grasping the set value by the set value display unit 45.
[0205] On the other hand, the set value display unit 45 is turned on when a pressing operation is performed on the set value change operation unit 46 when it is in the off state, and the numbers corresponding to the set value are made non-displayed. Therefore, outside the business hours of the game hall, by opening the game board 31 with respect to the front frame 11 and performing a pressing operation on the set value change operation unit 46, the set value can be confirmed based on the numbers displayed on the set value display unit 45 because the set value display unit 45 is turned on, and further, the set value can be changed by a rotating operation on the set value change operation unit 46. As a result, it is possible to change the set value outside the business hours by a simple operation while ensuring the confidentiality of the set value during the business hours.
[0206] [Sub-control unit 332] As shown in FIG. 12, the sub-control unit 332 includes an audio lamp control device 5 and a display control device 6, and executes symbol variation display and effect display in the symbol display unit 341 based on a control signal input from the main control unit 331.
[0207] [Audio lamp control device 5] The audio lamp control device 5 includes an MPU 51 and an input / output I / F 52, etc. The MPU 51 is an arithmetic device configured as a one-chip microcomputer. Also, the MPU 51 has a built-in ROM 511 and RAM 512.
[0208] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. Also, the ROM 511 stores information such as sounds used in variable game effects, jackpot game effects, and lamp blinking patterns. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processing executed by the MPU 51. Note that the RAM 512 may be a non-volatile storage unit.
[0209] The audio lamp control device 5 causes the MPU 51 to execute processing according to the control program stored in the ROM 511, and based on a command (control signal) input from the main control device 4, inputs a command (control signal) to the display control device 6 to control the display of the symbol display unit 341. Also, the audio lamp control device 5 controls the reproduced audio output from the speaker 26 and the blinking mode of the lighting decoration unit 27 in accordance with the display of the symbol display unit 341. For example, when executing the variable game effect and jackpot game effect described later, the MPU 51 controls the image display on the symbol display unit 341, the reproduced audio output from the speaker 26, and the blinking mode of the lighting decoration unit 27.
[0210] The input / output I / F 52 is an input / output interface that inputs signals to the voice lamp control device 5 and outputs control signals from the voice lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Then, commands such as a variation pattern command, a first hold command, a second hold command, and a shift command are input from the main control device 4 to the voice lamp control device 5. Also, the voice lamp control device 5 outputs a display variation pattern command and the like to the display control device 6. Note that a configuration in which the display control device 6 receives a command from the main control device 4 and inputs that command to the voice lamp control device 5 is also conceivable as another embodiment. Also, a configuration in which the sub-control unit 332 includes a single control device having the functions of both the voice lamp control device 5 and the display control device 6 is also conceivable as another embodiment.
[0211] Also, the speaker 26 and the decorative part 27 are connected to the input / output I / F 52. In the voice lamp control device 5, the MPU 51 can control the voice output from the speaker 26, the blinking mode of the decorative part 27, the vertical movement of the stopper part 383 of the game ball retention part 38, the 7-segment display part 39, etc., based on the commands input from the main control device 4. By controlling the vertical movement of the stopper part 383 of the game ball retention part 38 by the MPU 51, a state in which the game ball (special out ball) that has entered the special out ball port 373 of the kurun device 37 in the retention lane 381 of the game ball retention part 38 is retained, and a state in which the game ball (special out ball) retained in the retention lane 381 is discharged via the discharge lane 382 are selected. Also, each segment A to G of the 7-segment display part 39 is controlled to be lit or extinguished by the MPU 51. Also, an operation switch 20a is connected to the input / output I / F 52. Thereby, the MPU 51 can detect that an operation has been performed on the operation button 20, and based on the detection result thereof, control an image game effect executed on the symbol display part 341, a voice output effect in which voice is output from the speaker 26, a lamp effect based on the blinking mode of the decorative part 27, etc.
[0212] The MPU51 executes predetermined arithmetic processing based on commands such as a variable pattern command, a first hold command, a second hold command, and a shift command input from the main control device 4.
[0213] Specifically, when a variable pattern command is input, the MPU51 determines a variable pattern (a combination of stop symbols of the decorative pattern (see Fig. 38(A)), variable display time, variable type (see Fig. 38(B))), and an effect pattern type (see Figs. 39(A) to 37(C)) based on the variable pattern command, and transmits a display variable pattern command corresponding to the variable pattern to the display control device 6 (see step S2105 in the command determination process of Fig. 37), and starts the symbol variable display in the symbol display unit 341. At this time, in the symbol display unit 341, when the variable pattern command indicates a miss, a combination of decorative symbols corresponding to the miss is displayed.
[0214] [Display control device 6] The display control device 6 controls the display of the symbol display unit 341 based on commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 executes symbol variable display and effect display by controlling the display of the symbol display unit 341 based on a display variable pattern command or the like input from the voice lamp control device 5.
[0215] The display control device 6 includes an MPU61, an input / output I / F62, etc., and the voice lamp control device 5 and the symbol display unit 341 are connected to the input / output I / F62. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.
[0216] The MPU61 is an arithmetic device configured as a one-chip microcomputer, and a ROM611 and a RAM612 are built in the MPU61. In addition, other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts are also built in the display control device 6. The MPU61 executes processing according to a control program stored in the ROM611 or the like. Also, part or all of the processing executed by the display control device 6 may be executed by an electronic circuit.
[0217] In the ROM 611, in addition to the control program, there are stored multiple types of images such as variable symbols like decorative symbols used in the symbol variation display of the symbol display unit 341, preview effect images, reach effect images, big win effect images, and losing effect images. Note that the images displayed on the symbol display unit 341 include still images and moving images. Also, in the ROM 611, a display schedule corresponding to each variable display pattern command is stored. Specifically, the display schedule includes the type of image to be used, the display timing, and also the variable display time of the variable symbol. Then, in the display control device 6, the MPU 61 causes the symbol display unit 341 to display an image according to the display schedule corresponding to the variable display pattern command, thereby realizing the symbol variation display and the effect display.
[0218] The RAM 612 is a volatile storage unit capable of reading and writing various information, and is used as the primary storage area (working area) for the processes executed by the MPU 61. Note that the RAM 612 may be a non-volatile storage unit.
[0219] [Payout control device 7] The payout control device 7 is equipped with an MPU 71, an input / output I / F 72, etc. The MPU 71 is an arithmetic device configured as a one-chip microcomputer. Also, the MPU 71 has a built-in ROM 711 and RAM 712.
[0220] The ROM 711 is a non-volatile storage unit in which a control program and parameter information are stored in advance. Also, the RAM 712 is a volatile storage unit capable of reading and writing various information, and is used as the primary storage area (working area) for the processes executed by the MPU 71. Note that the RAM 712 may be a non-volatile storage unit.
[0221] The input / output I / F 72 is an input / output interface that inputs a signal to the payout control device 7 and outputs a control signal from the payout control device 7. Specifically, a payout device 132 and a ball lending device 100 are connected to the input / output I / F 72.
[0222] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and includes a drive unit 132a such as a motor that drives a ball stop member for switching the presence or absence of the payout of game balls, and a payout sensor 132b that individually detects the payout game balls. The payout control device 7 controls the drive unit 132a based on the detection result by the payout sensor 132b to pay out an arbitrary number of game balls. Further, a state return switch 73 is provided in the payout control device 7. The state return switch 73 is operated, for example, to eliminate a ball jam (return to the normal state) when a payout error such as a ball jam in the payout device 132 occurs.
[0223] The ball lending device 100 is installed in the island facility together with the gaming machine 10. Then, the ball lending device 100 can pay out and lend to the player a number of game balls corresponding to a preset amount within the range of the amount stored in a recording medium such as a card inserted into the ball lending device 100 in response to an operation of a ball lending operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal for paying out a predetermined number of game balls is input from the ball lending device 100 to the payout control device 7, the payout device 132 is controlled by the MPU 71 to pay out a predetermined number of game balls. Note that the recording medium is not limited to a card, and may be, for example, a coin-type or stick-type recording medium incorporating an IC chip. Further, the ball lending device 100 may be capable of lending out a predetermined number of game balls corresponding to the inserted cash by inserting cash.
[0224] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls the drive of the game ball launch mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeder 322 of the game ball launch mechanism 32 to supply the game balls stored in the upper tray 23 onto the launch rail 321. Then, the launch control IC 81 detects the operation amount of the launch handle 22, and drives the solenoid 323 of the game ball launch mechanism 32 according to the operation amount, so as to launch the game balls on the launch rail 321 towards the game board 31. At this time, the launch control IC 81 uses a clock signal that switches between ON and OFF at a preset cycle (for example, 0.6 sec) as a drive signal to drive the ball feeder 322 and the solenoid 323. As a result, in the gaming machine 10, one game ball is launched towards the game area every 0.6 sec.
[0225] In addition, the launch handle 22 is provided with a variable resistor for detecting the amount of rotational operation by the player, and a voltage is input to the launch control IC 81 according to the amount of rotational operation of the launch handle 22. Thereby, based on the voltage value input according to the amount of rotational operation of the launch handle 22, the launch control IC 81 adjusts the applied voltage to the solenoid 323 so that the stronger the amount of rotational operation of the launch handle 22, the stronger the launch intensity of the game balls from the game ball launch mechanism 32.
[0226] Further, the firing handle 22 is provided with a touch sensor 21a for detecting that the player is touching the firing handle 22, and a ball stop switch 21b for the player to perform an operation to arbitrarily stop the firing of the game ball. The firing control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the firing of the game ball by the game ball firing mechanism 32 when the touch sensor 21a detects that the player is not touching the firing handle 22, or when the ball stop switch 21b is detected to be operated by the player. Thereby, for example, a game in a situation where the firing handle 22 is fixed in a state of being rotated and the player is not touching the firing handle 22 is prevented. Also, the player can stop the firing of the game ball by operating the ball stop switch 21b with a thumb or the like at an arbitrary timing while keeping the firing handle 22 rotated.
[0227] [Power control device 9] The power control device 9 generates a +12V voltage for driving various sensors, drive units, etc., and a +5V voltage for logic used in the control device. Then, the power control device 9 supplies the generated +12V or +5V voltage to the main control device 4, the voice lamp control device 5, the display control device 6, the payout control device 7, the firing control device 8, and the like.
[0228] Note that the power control device 9 is provided with a power switch 90 for turning on / off the power of the gaming machine 10, and a RAM erase switch 91 that is operated when returning the gaming machine 10 to the initial state. The gaming machine 10 is initialized when the power switch 90 is operated and the power is turned on with the RAM erase switch 91 in the ON state.
[0229] In addition, the power control device 9 is provided with a capacitor and a secondary battery as charging means charged by the power supplied from the power supply equipment. Thereby, even when the power supply from the power supply equipment is interrupted in the gaming machine 10, the information in the RAM provided in the control device is held for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even when the power supply from the power supply equipment is interrupted, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0230] Furthermore, when the power control device 9 determines that the power supply has been interrupted, it inputs a power failure signal to the main control device 4, the voice lamp control device 5, the payout control device 7, etc. For example, when the power control device 9 outputs a preset DC voltage of 24V based on the power supplied from the power supply equipment, it determines that it is in a power failure state when the DC voltage reaches less than the preset 22V. Note that when the main control device 4, the voice lamp control device 5, the payout control device 7, etc. receive a power failure signal from the power control device 9, they interrupt the ongoing control and execute a predetermined NMI interrupt process.
[0231] [Processing of the main control device 4] Next, with reference to FIGS. 20 to 33, the processing executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is periodically started, an NMI interrupt process that is executed during a power failure, etc. In this embodiment, the description of the startup process, the NMI interrupt process, etc. will be omitted, and the main timer interrupt process and the main process will be described. Also, in the startup process, it is confirmed whether the RAM 412 is operating normally, and the execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0232] [Main timer interrupt process of the main control device 4] Here, FIG. 20 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec. Hereinafter, the main timer interrupt process will be described with reference to FIG. 20.
[0233] <Step S1001> As shown in FIG. 20, in step S1001, the MPU 41 executes a sensor detection process for determining the detection state of sensors or the like connected to the main control device 4. For example, it determines the detection states of the in-ball sensors 313a to 317a, the out-ball sensor 318a, the special out-ball sensor 384, etc. At this time, when the MPU 41 detects the entry of a game ball into any of the in-ball sensors 313a to 317a, it stores that information in the RAM 412 as winning detection information. Also, when the MPU 41 detects an out-ball by the out-ball sensor 318a, it adds 1 to the number of out-balls stored in the game information storage area 412d of the RAM 412 and updates the number of out-balls in the game information storage area 412d. Further, when the MPU 41 detects a special out-ball by the special out-ball sensor 384, it sets a special out-ball detection command and stores this special out-ball detection command in the RAM 412.
[0234] <Step S1002> Next, in step S1002, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 adds 1 to the counter values in the random number initial value counters CIN1 and CIN2, and when the counter value reaches the maximum value, it clears the counter value to 0.
[0235] <Step S1003> Subsequently, in step S1003, the MPU 41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal win random number counter C4. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal win random number counter C4 respectively, and clears the counter value to 0 when the counter value reaches the maximum value.
[0236] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process associated with winning in the first winning port 314 or the second winning port 315 (step S1004), and executes a launch control process (step S1005). The details of the start winning process will be described later with reference to FIG. 21.
[0237] On the other hand, the launch control process is a process of enabling the launch of the game ball on the condition that it is detected by the touch sensor 21a that the player is touching the launch handle 22 and the ball stop switch 21b for stopping the launch is not operated. Further, the launch control process is a process of disabling the launch of the game ball when it is detected by the touch sensor 21a that the player is not touching the launch handle 22 or when the ball stop switch 21b is operated. When the launch of the game ball is effective, the MPU 41 gives an instruction to launch the game ball to the launch control device 8.
[0238] <Step S1006> In step S1006, the MPU 41 executes a through-gate process in which a normal winning lottery is performed to determine whether or not to set the electric accessory 315b of the second winning opening 315 to the electric accessory open state based on the normal winning random number counter C4 stored in the electric accessory reserved area 412c. Specifically, in the through-gate process, first, the MPU 41 determines whether the current game mode is the high-frequency support mode based on the high-frequency support mode flag. Then, when the MPU 41 determines that it is not in the high-frequency support mode, it determines that it is a normal win when the normal winning random number counter C4 is 0 to 29, and determines that it is a miss when the normal winning random number counter C4 is 30 to 249. Further, when the MPU 41 is in the high-frequency support mode, it determines that it is a normal win when the normal winning random number counter C4 is 0 to 199, and determines that it is a miss when the normal winning random number counter C4 is 200 to 249. Then, when the MPU 41 determines that it is a normal win in the through-gate process, it sets the electric accessory 315b to the open state for a predetermined time. As a result, it becomes possible to win the second winning opening 315 in the upper right of the game board 31 where the electric accessory 315b is arranged in parallel.
[0239] [Start winning process] Here, FIG. 21 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of FIG. 20. Hereinafter, the start winning process will be described with reference to FIG. 21.
[0240] <Step S1101> As shown in FIG. 21, in step S1101, the MPU 41 determines whether or not there has been a winning at the first winning opening 314. Here, when the MPU 41 determines that there has been a winning at the first winning opening 314 (step S1101: Yes), the process proceeds to step S1102, and when the MPU 41 determines that there has been no winning at the first winning opening 314 (step S1101: No), the process proceeds to step S1106.
[0241] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether or not the reserved number N stored in the reserved number storage area NAA of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the MPU 41 determines that the reserved number N is the maximum reserved number (step S1102: Yes), the process proceeds to step S1106. On the other hand, if the MPU 41 determines that the reserved number N is not the maximum reserved number (step S1102: No), it adds 1 to the reserved number N (step S1103).
[0242] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of FIG. 20, and the variable type counter CS1 (steps S1302 and S1312 of FIG. 23) updated in the main process described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REA1 to REA4 of the first reserved storage area REA of the reserved storage area 412b in the RAM 412.
[0243] <Step S1105> In step S1105, the MPU 41 checks the content of the acceptance information for the first reservation acquired in step S1104 before the acceptance information for the first reservation becomes the target of the jackpot acceptance determination in the variable start process (S1408 of FIG. 24, FIG. 26) described later, and executes the first reservation command setting process for setting the first reservation command in the RAM 412 based on the check result. The details of the first reservation command setting process will be described later with reference to FIG. 22.
[0244] <Step S1106> In step S1106, the MPU 41 determines whether or not there has been a win for the second winning port 315. Here, if the MPU 41 determines that there has been a win for the second winning port 315 (step S1106: Yes), the process proceeds to step S1107, and if the MPU 41 determines that there has been no win for the second winning port 315 (step S1106: No), the start winning process ends and the process proceeds to step S1005 of FIG. 20.
[0245] <Step S1107 and S1108> In step S1107, the MPU 41 determines whether or not the reserved number M stored in the reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the start winning process and shifts the process to step S1005 in FIG. 20. On the other hand, if the reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 adds 1 to the reserved number M (step S1108).
[0246] <Step S1109> In step S1109, the MPU 41 acquires the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of FIG. 20, and the variable type counter CS1 (steps S1302 and S1312 in FIG. 23) updated in the main process described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REB1 to REB4 of the second reserved storage area REB of the reserved storage area 412b in the RAM 412.
[0247] <Step S1110> In step S1110, before the validity information for the second reservation acquired in step S1109 becomes the target of the determination of the winning or losing of the jackpot in the variable start process (S1408 in FIG. 24, FIG. 26) described later, the MPU 41 checks the content of the validity information, and based on this check result, executes a second reservation command setting process for setting the second reservation command in the RAM 412. Here, since the second reservation command setting process is the same as the first reservation command setting process described later with reference to FIG. 22, a detailed description thereof is omitted. Note that in the first reservation command setting process in FIG. 22, the second reservation command setting process may be obtained by replacing "the first reservation command" with "the second reservation command" and "the reserved number N" with "the reserved number M".
[0248] [First Reservation Command Setting Process] Here, FIG. 22 is a flowchart showing the procedure of the first hold command setting process executed by the MPU 41 in step S1105 of the start winning process in FIG. 21. The first hold command includes information indicating that the command is the first hold command, information such as the type of the first hold command (big win type or miss), the variation pattern, and the hold count N. Hereinafter, the first hold command setting process will be described with reference to FIG. 22.
[0249] <Step S1201> As shown in FIG. 22, the MPU 41 reads the hold count N from the hold count storage area NAA of the first hold storage area REA, and reads the value of the big win random number counter C1 corresponding to each first hold from the RAM 412 (step S1201).
[0250] <Step S1202> In step S1202, the MPU 41 determines whether it is in the high probability mode. If it is in the high probability mode (step S1202: Yes), the process proceeds to step S1203. If it is not in the high probability mode (step S1202: No), the process proceeds to step S1204. For example, the MPU 41 determines whether it is in the high probability mode based on a high probability mode flag that is set on when shifting to the high probability mode during the game state transition process (step S1306 in FIG. 23) in the main process described later, and is set off when shifting from the high probability mode to another game state such as a big win game state.
[0251] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out the high-probability mode pass / fail table (see FIG. 14(B)) that is stored according to the set value in step S1712 of the set value change process in FIG. 27 described later, and based on that high-probability mode pass / fail table, executes a pass / fail determination as to whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win. On the other hand, in step S1204, the MPU 41 reads out the low-probability mode pass / fail table (see FIG. 14(A)) that is stored according to the set value in step S1712 of the set value change process in FIG. 27 described later, and based on that low-probability mode pass / fail table, executes a pass / fail determination as to whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win.
[0252] Note that in steps S1203 and S1204, the pass / fail determination is executed based on the high-probability mode pass / fail table or the low-probability mode pass / fail table that is stored according to the set value in step S1712 of the set value change process in FIG. 27 described later. However, in step S1203 or S1204, after reading out the set value stored in step S1710 of the set value change process in FIG. 27 described later, a high-probability mode pass / fail table or a low-probability mode pass / fail table corresponding to that set value may be selected one by one to perform the pass / fail determination.
[0253] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 is a value corresponding to a jackpot win. Here, when the MPU 41 determines that the counter value read out from the jackpot random number counter C1 is a value corresponding to a jackpot win (step S1205: Yes), the process proceeds to step S1206, and when the MPU 41 determines that the counter value read out from the jackpot random number counter C1 is not a value corresponding to a jackpot win (step S1205: No), the process proceeds to step S1208.
[0254] <Step S1206> In step S1206, the MPU 41 reads out the counter values of the jackpot type counter C2 and the variable type counter CS1 from the RAM 412. For example, when the determination information is stored in the third reserved area REA3 in step S1104 in the start winning process of FIG. 21, the counter values of the jackpot type counter C2 and the variable type counter CS1 included in the determination information stored in the third reserved area REA3 are read out. Note that the reserved area in which the determination information is stored in step S1104 in the start winning process of FIG. 21 among the first reserved area REA1 to the fourth reserved area REA4 can be determined based on the value of the reserved number N stored in the reserved number storage area NA.
[0255] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the variable type counter CS1, and the reserved number N in the first reserved command. In this way, since the reserved number N read out in step S1201 is included in the first reserved command, the MPU 51 of the voice lamp control device 5 that receives the first reserved command can recognize which of the first reserved area REA1 to the fourth reserved area REA4 the first reserved command corresponds to the determination information stored in by referring to the reserved number N included in the first reserved command.
[0256] <Steps S1208 and S1209> In step S1208, the MPU 41 reads out the counter value of the variable type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is a miss, the variable type counter CS1, and the reserved number N in the first reserved command (step S1209).
[0257] Note that the first queued command set in the first queued command setting process is stored in the RAM 412 and is erased after being transmitted to the voice lamp control device 5 together with other commands in step S1301 of the main process shown in FIG. 23 to be described later, which is executed by the MPU 41 of the main control device 4. Furthermore, the content of the first queued command described here is merely an example, and it is not limited to what is described here as long as the voice lamp control device 5 can grasp the same content as the queued command. For example, it is conceivable that part or all of the information of the first queued command is included in other commands.
[0258] [Main Process of Main Control Device 4] Next, with reference to FIG. 23, the main process executed by the MPU 41 of the main control device 4 will be described. In the main process, main control processes for the progress of variable games and jackpot games are executed. In the main process, the processes of steps S1301 to S1309 are executed as periodic processes with a period of, for example, 4 msec, and the counter update processes of steps S1310 to S1312 are executed in the remaining time from the end of the processes of steps S1301 to S1309 to the next cycle.
[0259] <Step S1301> As shown in FIG. 23, in step S1301, the MPU 41 executes an external output process of transmitting output data such as the main timer interrupt process of FIG. 20 or commands set in the previous main process to control devices such as the sub-control unit 332 and the peripheral control unit 140. For example, when commands such as a variable pattern command, a first queued command, a second queued command, a shift command, a jackpot start command, a round game start command, an ending start command, a setting value change command, and a unit jackpot lottery count update command are set in the RAM 412, the command is transmitted to the voice lamp control device 5. Also, when a ball payout command is set in the RAM 412 in the ball payout command setting process of step S1303 to be described later in the main process, the ball payout command is transmitted to the payout control device 7.
[0260] <Step S1302> In step S1302, the MPU 41 updates the value of the variation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value in the variation type counter CS1, and when the counter value reaches the maximum value, clears the counter value to 0.
[0261] <Step S1303> In step S1303, the MPU 41 sets the prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM 412. Specifically, the MPU 41 determines whether a prize has occurred at the general winning port 313, the variable winning port 316, etc., based on the winning detection information stored in the RAM 412. When a prize has occurred, the MPU 41 sets in the RAM 412 a prize ball command indicating the number of prize balls to be paid out according to the prize. At this time, in the normal game state (low probability mode and low frequency support mode), when a prize has occurred at the general winning port 313 or the first winning port 314, the MPU 41 updates the number of payout balls at the general winning port or the number of payout balls at the first winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of payout balls due to the current prize. Also, in the time-saving game state (low probability mode and high frequency support mode) or the probability-variable game state (high probability mode and high frequency support mode), when a prize has occurred at the second winning port 315, the MPU 41 updates the number of payout balls at the second winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of payout balls due to the current prize. Further, in the big win game state, when a prize has occurred at the variable winning port 316, the MPU 41 updates the number of payout balls at the variable winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of payout balls due to the current prize.
[0262] <Step S1304> In step S1304, the MPU 41 executes a variable game control process for controlling the game in the variable game. Although the details of the variable game control process will be described later with reference to FIG. 24, in the variable game control process, the above-described jackpot lottery is executed, and a variable pattern command necessary for the symbol variation display by the symbol display unit 341 is set. At this time, the MPU 41 is based on the values of the jackpot random number counter C1 updated in step S1003 of the main timer interrupt process in FIG. 20, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS1 updated in step S1302 and step S1312 of this process, and sets a variable pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412.
[0263] <Step S1305> In step S1305, the MPU 41 executes a jackpot game control process for controlling the progress of the game in the jackpot game. In the jackpot game control process, control processing for the jackpot game including an opening, an opening / closing execution mode, and an ending is executed. In the opening / closing execution mode, the MPU 41 executes the round game in which the variable winning port 316 is opened by controlling the opening / closing operation of the opening / closing door 319, the number corresponding to the result (jackpot type) of the jackpot lottery that triggered the transition to the jackpot game. For example, when the jackpot type is a 5R normal jackpot and a 5R probability-variable jackpot, the MPU 41 executes the round game 5 times, and when the jackpot type is a 16R probability-variable jackpot, the MPU 41 executes the round game 16 times. Also, in the jackpot game control process, when starting each round game in the opening / closing execution mode, a round game start command is set in the RAM 412, and when starting the ending, an ending start command is set in the RAM 412.
[0264] <Step S1306> In step S1306, the MPU 41 executes a game state transition process for transitioning the game state based on the lottery result of the jackpot lottery in step S1602 or S1603 in the variation start process shown in FIG. 26 described later. In the game state transition process, when a predetermined condition is satisfied, the MPU 41 changes the game state to a jackpot game state in which the opening / closing execution mode is executed, a probability variation game state that is a high probability mode and a high frequency support mode, a short time game state that is a low probability mode and a high frequency support mode, a normal game state that is a low probability mode and a low frequency support mode, and the like.
[0265] For example, when the lottery result in the jackpot lottery is a jackpot, the MPU 41 changes the game state to the jackpot game state after the end of the variable game that notifies the lottery result. At this time, the MPU 41 sets the jackpot game state flag stored in the RAM 412 to on. Further, when the jackpot game ends, the MPU 41 changes the game state from the jackpot game state to a predetermined game state according to the lottery result in the jackpot lottery that triggered the execution of the jackpot game. In the present embodiment, when the lottery result in the jackpot lottery is a 5R probability variation jackpot or a 16R probability variation jackpot, the MPU 41 changes to the probability variation game state after the end of the jackpot game, and when the lottery result in the jackpot lottery is a 5R normal jackpot, the MPU 41 changes to the short time game state after the end of the jackpot game. Further, when the notification of the lottery result for a specified number of jackpot lotteries in the short time game state ends, the game state is changed to the normal game state after the end of the variable game.
[0266] In addition, when the MPU 41 changes the game state, while setting the flag for the game state before the transition to off, it sets the flag for the game state after the transition to on. For example, when there is a transition of the game state from the jackpot game state to the probability variation game state, the MPU 41 sets the jackpot game flag to off while setting the high probability mode flag to on. On the other hand, when there is a transition of the game state from the probability variation game state to the jackpot game state, the MPU 41 sets the high probability mode flag to off while setting the jackpot game flag to on.
[0267] Further, when the MPU 41 shifts the game state to the jackpot game state, it sets a jackpot game start command in the RAM 412 and increments by 1 the "number of jackpot occurrences" stored in the game information storage area 412d set in the RAM 412.
[0268] <Step S1307> In step S1307, the MPU 41 executes setting value change processing. In this setting value change processing, processing for controlling the display or non-display of the setting value or the change of the setting value stored in the game information storage area 412d in accordance with an operation on the setting value change operation unit 46 is executed. Note that the details of the setting value change processing will be described later with reference to FIG. 27.
[0269] Also, in the present embodiment, the setting value change processing is executed in the main processing, but it is also conceivable that it is executed only in the startup processing that is started when the power is turned on, or between the startup processing and the start of shooting of game balls after the startup processing. Thereby, after the game is started by the player, the setting value cannot be changed until the next power-on, so that it is possible to prevent the setting value from being changed during the business hours of the game hall.
[0270] <Step S1308> In step S1308, the MPU 41 executes specific performance information update processing of the game information. In the present embodiment, as the specific performance information, the base information, the number of unit jackpot lottery times, the continuous accessory ratio, and the accessory ratio are updated. Note that the details of the specific performance information update processing will be described later with reference to FIGS. 28 and 29.
[0271] <Step S1309> In step S1309, the MPU 41 executes display control processing of the performance display monitor 43. In this display control processing of the performance display monitor 43, processing for displaying the base information updated in step S1308 on the performance display monitor 43 is executed. Note that the details of the display control processing of the performance display monitor 43 will be described later with reference to FIGS. 30 to 33.
[0272] <Step S1310> In step S1310, the MPU 41 determines whether the execution timing of the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. Here, when the MPU 41 determines that the execution timing of the next main process has arrived (step S1310: Yes), it transfers the process to step S1301 and executes each process after S1301 described above. On the other hand, when the MPU 41 determines that the execution timing of the next main process has not arrived (step S1310: No), until the execution timing of the next main process arrives, that is, until the remaining time until the execution timing of the next main process is reached, steps S1310, S1311, and S1312 are repeatedly executed until it is determined that the execution timing of the next main process has arrived (step S1310: Yes).
[0273] <Step S1311> In step S1311, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 adds 1 to the counter values in the random number initial value counters CIN1 and CIN2, and when the counter values reach the maximum value, the counter values are cleared to 0.
[0274] <Step S1312> In step S1312, the MPU 41 updates the variation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value in the variation type counter CS1, and when the counter values reach the maximum value, the counter values are cleared to 0. Then, after the MPU 41 updates the variation type counter CS1, the process returns to step S1310.
[0275] [Variable game control process] Here, FIG. 24 is a flowchart showing an example of the procedure of the variable game control process executed in step S1304 in the main process of FIG. 23. Hereinafter, the variable game control process will be described with reference to FIG. 24.
[0276] <Step S1401> As shown in FIG. 24, in step S1401, the MPU 41 determines whether or not the gaming machine 10 is in the jackpot game. If it is in the jackpot game (step S1401: Yes), the variable game control process is terminated. If it is not in the jackpot game (step S1401: No), the process proceeds to step S1402. Whether or not the jackpot game is being executed is determined based on a jackpot game flag that is set to on when shifting to the jackpot game state and set to off when shifting from the jackpot game state to another game state, for example, in the game state transition process of step S1306 in the main process of FIG. 23.
[0277] <Step S1402> In step S1402, the MPU 41 determines whether or not the symbol variation display is in progress. If the symbol variation display is in progress (step S1402: Yes), the process proceeds to step S1403. If the symbol variation display is not in progress (step S1402: No), the process proceeds to step S1406. For example, whether or not the symbol variation display is in progress is determined based on a symbol variation display in-progress flag that is set to on at the start of the symbol variation display in step S1606 of the variation start process of FIG. 26 described later and is set to off in step S1405 of the variable game control process when the variation display time has elapsed (step S1403: Yes).
[0278] <Step S1403> In step S1403, the MPU 41 determines whether or not the variation display time has elapsed since the start of the symbol variation display. If it is determined that the variation display time has elapsed (step S1403: Yes), the process proceeds to step S1404. If it is determined that the variation display time has not elapsed (step S1403: No), the variable game control process is terminated.
[0279] <Steps S1404 and S1405> When the variable display time has elapsed (step S1403: Yes), the MPU 41 causes the main display unit 36 to stop displaying a symbol corresponding to the result of the jackpot lottery for the variable game in the first special symbol display unit 362 or the second special symbol display unit 363 (step S1404), and sets the variable display in-progress flag to off (step S1405).
[0280] <Step S1406> If it is not during the symbol variation display (step S1402: No), the MPU 41 determines whether both the reserved number N stored in the reserved number storage area NAA of the reserved storage area 412b and the reserved number M stored in the reserved number storage area NAB are 0 (step S1406). Here, when both the reserved number N and the reserved number M are 0 (step S1406: Yes), the MPU 41 ends the variable game control process. On the other hand, when either one of the reserved number N and the reserved number M is not 0 (step S1406: No), the process proceeds to step S1407.
[0281] <Step S1407> In step S1407, the MPU 41 executes a data setting process on the data of the success / failure information stored in the reserved storage area 412b. When the process of step S1407 ends, the process proceeds to step S1408. The details of the data setting process will be described later with reference to FIG. 25.
[0282] <Step S1408> In step S1408, the MPU 41 executes a variation start process for causing the symbol display unit 341 to execute a variation display based on the success / failure information, and ends the variable game control process. The details of the variation start process will be described later with reference to FIG. 26.
[0283] [Data Setting Process] Here, FIG. 25 is a flowchart showing an example of the procedure of the data setting process executed by the MPU 41 in step S1407 of FIG. 24. Hereinafter, the data setting process will be described with reference to FIG. 25.
[0284] <Step S1501> As shown in FIG. 25, in step S1501, the MPU 41 determines whether the reserved number M corresponding to the second special symbol game is 0. If the reserved number M is 0 (step S1501: Yes), the process proceeds to step S1502. On the other hand, if the MPU 41 determines that the reserved number M is not 0 (step S1501: No), the process proceeds to step S1505.
[0285] <Steps S1502 to S1504> If the reserved number M is 0 (step S1501: Yes), the MPU 41 subtracts 1 from the reserved number N stored in the reserved number storage area NAA (step S1502), and moves the hit / miss information from the first reserved area REA1 to the execution area AE (step S1503). Subsequently, the MPU 41 shifts the hit / miss information of the second reserved area REA2 to the fourth reserved area REA4 one by one (step S1504). Specifically, in step S1504, the hit / miss information of the second reserved area REA2 is moved to the first reserved area REA1, the hit / miss information of the third reserved area REA3 is moved to the second reserved area REA2, and the hit / miss information of the fourth reserved area REA4 is moved to the third reserved area REA3. When the process of step S1504 is completed, the MPU 41 proceeds to step S1508.
[0286] <Steps S1505 to S1507> Step S1505 is entered when the reserved number M is 0 (step S1501: No), and step S1501 is entered when both or either of the reserved number M and the reserved number N is not 0 in step S1406 of FIG. 24 (step S1406: No). Therefore, when the reserved number M is 0 (step S1501: No), the MPU 41 can determine that the reserved number N is not 0, and thus executes the processes of steps S1505 to S1507.
[0287] Specifically, the MPU 41 subtracts 1 from the reservation number M stored in the reservation number storage area NAB (step S1505), and moves the validity information from the first reservation area REB1 to the execution area AE (step S1506). Subsequently, the MPU 41 shifts the validity information of the second to fourth reservation areas REB2 to REB4 one by one (step S1507). Specifically, in step S1507, the validity information of the second reservation area REB2 is moved to the first reservation area REB1, the validity information of the third reservation area REB3 is moved to the second reservation area REB2, and the validity information of the fourth reservation area REB4 is moved to the third reservation area REB3. When the process of step S1507 ends, the MPU 41 transfers the process to step S1508.
[0288] <Step S1508> In step S1508, the MPU 41 sets a shift command indicating that the validity information of the first to fourth reservation areas REA1 to REA4 or the first to fourth reservation areas REB1 to REB4 has been shifted in the RAM 412. Then, the shift command set in this step S1508 is transmitted to the voice lamp control device 5 in the external output process of step S1301 of the next main process (see FIG. 23) executed by the MPU 41. As a result, the number of reserved symbols displayed on the symbol display unit 341 and the like will be changed. When the process of step S1508 ends, the MPU 41 ends the data setting process and transfers the process to step S1408 in FIG. 24.
[0289] [Variation start process] Here, FIG. 26 is a flowchart showing an example of the procedure of the variation start process executed by the MPU 41 in step S1408 of FIG. 24. Hereinafter, the variation start process will be described with reference to FIG. 26.
[0290] <Step S1601> As shown in FIG. 26, in step S1601, the MPU 41 determines whether the game state is in the high probability mode. Whether it is in the high probability mode is determined based on, for example, whether the high probability mode flag set to on in the game state transition process of step S1306 in the main process of FIG. 23 is set to on. When the game state is in the high probability mode (step S1601: Yes), the MPU 41 transfers the process to step S1602. When the game state is not in the high probability mode (step S1601: No), that is, when the game state is in the low probability mode, the MPU 41 transfers the process to step S1603.
[0291] <Steps S1602 and S1603> In step S1602, the MPU 41 makes a determination as to whether or not the counter value of the jackpot random number counter C1 included as numerical information in the pass / fail information stored in the execution area AE of the hold storage area 412b is a value corresponding to a jackpot win based on the high probability mode pass / fail table (see FIG. 14(B)) stored according to the set value in step S1712 in the set value change process of FIG. 27 described later. On the other hand, in step S1603, the MPU 41 makes a determination as to whether or not the counter value of the jackpot random number counter C1 included as numerical information in the pass / fail information stored in the execution area AE of the hold storage area 412b is a value corresponding to a jackpot win based on the low probability mode pass / fail table (see FIG. 14(A)) stored according to the set value in step S1712 in the set value change process of FIG. 27 described later.
[0292] In steps S1602 and S1603, the pass / fail determination is executed based on the high probability mode pass / fail table or the low probability mode pass / fail table stored according to the set value in step S1712 in the set value change process of FIG. 27 described later. However, in steps S1602 and S1603, after reading out the set value stored in step S1710 in the set value change process of FIG. 27 described later, the high probability mode pass / fail table or the low probability mode pass / fail table corresponding to the set value may be selected one by one to make the pass / fail determination.
[0293] <Step S1604> In step S1604, the MPU 41 sets the variation display time of the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 corresponding to the variation pattern of the variable game in the variation display time counter. Specifically, when the result of the success / failure determination in step S1602 or S1603 is a normal big win, the MPU 41 specifies the variation pattern based on the variation type counter CS1 and the normal big win variation table (see FIG. 15(A)). Also, when the result of the success / failure determination in step S1602 or S1603 is a certain big win, the MPU 41 specifies the variation pattern based on the variation type counter CS1 and the certain big win variation table (see FIG. 15(B)). Further, when the result of the success / failure determination in step S1602 or S1603 is a miss, the MPU 41 specifies the variation pattern based on the variation type counter CS1 and the miss variation table (see FIG. 15(C)).
[0294] <Step S1605> In step S1605, the MPU 41 sets a variation pattern command including the lottery result in the big win lottery for the variable game and the variation pattern specified in step S1604 in the RAM 412. Thereby, in step S1301 of the next main process (see FIG. 23) executed by the MPU 41, the variation pattern command is transmitted to the voice lamp control device 5, and the voice lamp control device 5 executes symbol variation display by the symbol display section 341 based on the variation pattern command.
[0295] As described above, when the lottery result is a "normal jackpot", the MPU 41 sets one of "A01" to "A03" with "A" indicating that it is a 5R normal jackpot in the variation patterns "01" to "03" as a variation pattern command in the RAM 412. Also, when the lottery result is a "5R sure-change jackpot", the MPU 41 sets one of "B01" to "B03" with "B" indicating that it is a 5R sure-change jackpot in the variation patterns "01" to "03" as a variation pattern command in the RAM 412. Further, when the lottery result is a "16R sure-change jackpot", the MPU 41 sets one of "C01" to "C03" with "C" indicating that it is a 16R sure-change jackpot in the variation patterns "01" to "03" as a variation pattern command in the RAM 412. Also, when the lottery result is a "miss", the MPU 41 sets one of "D01" to "D08" with "D" indicating a miss in the variation patterns "01" to "08" as a variation pattern command in the RAM 412. Also, when the lottery result is a "miss", the MPU 41 includes information on whether it is a front / back miss reach, a reach other than front / back miss, or a complete miss in the variation pattern command.
[0296] <Step S1606> In step S1606, the MPU 41 starts the symbol variation display on the main display unit 36 and ends the variation start process. Note that when the MPU 41 starts the symbol variation display on the main display unit 36, it sets the variation display in progress flag to on. This variation display in progress flag is referred to in step S1402 in the variation game control process of FIG. 24 to determine whether the symbol variation display on the main display unit 36 is in progress. Also, when the MPU 41 starts the symbol variation display on the main display unit 36, it adds 1 to the "cumulative jackpot lottery count" stored in the game information storage area 412d set in the RAM 412. Further, when the result of the win / loss determination based on the low probability mode win / loss table in step S1603 is a miss, the MPU 41 adds 1 to the "consecutive miss count" stored in the game information storage area 412d, and clears the "consecutive miss count" to 0 when the win / loss result is a jackpot.
[0297] [Setting value change process] Here, FIG. 27 is a flowchart showing an example of the procedure of the setting value change process executed in step S1307 of the main process in FIG. 23. Hereinafter, the setting value change process will be described with reference to FIG. 27.
[0298] <Step S1701> As shown in FIG. 27, in step S1701, the MPU 41 determines whether or not a symbol variation display is in progress. If a symbol variation display is in progress (step S1701: Yes), the setting value change process is terminated. If a symbol variation display is not in progress (step S1701: No), the process proceeds to step S1702. For example, whether or not a symbol variation display is in progress is determined based on the variation display in progress flag set to on in step S1606 in the variation start process in FIG. 26.
[0299] <Step S1702> If a symbol variation display is not in progress (step S1701: No), the MPU 41 determines whether or not it is in a jackpot game state (step S1702). If it is in a jackpot game state (step S1702: Yes), the setting value change process is terminated. If it is not in a jackpot game state (step S1702: No), the process proceeds to step S1703. For example, whether or not it is a jackpot game is determined based on the jackpot game state flag set to on in the game state transition process in step S1306 in the main process in FIG. 23.
[0300] <Step S1703> When neither the symbol variation display nor the big win gaming state is in effect (both No in steps S1701 and S1702), the MPU 41 determines whether the power of the setting value display unit 45 has been switched from off to on (step S1703), that is, whether an operation to turn on the power of the setting value display unit 45 has been performed on the setting value change operation unit 46. That is, in the present embodiment, when the symbol variation display is in progress (step S1701: Yes) or when the big win gaming state is in effect (step S1702: Yes), the setting value is not displayed and the setting value cannot be changed. Here, when the power of the setting value display unit 45 has been switched from off to on (step S1703: Yes), the MPU 41 transfers the process to step S1704, and when the power of the setting value display unit 45 has not been switched from off to on (step S1703: No), the MPU 41 transfers the process to step S1707.
[0301] <Steps S1704 - S1706> When the power of the setting value display unit 45 has been switched from off to on (step S1703: Yes), the MPU 41 reads out the setting value stored in the game information storage area 412d of the RAM 412 in step S1710 described later (step S1704), and causes the setting value display unit 45 to display the numeral indicating the read setting value (step S1705). Thereby, the current setting value can be confirmed. Then, the MPU 41 sets the setting value display in progress flag indicating that the setting value is being displayed on the setting value display unit 45 to on (step S1706), and ends the setting value change process.
[0302] <Step S1707> When the power of the setting value display unit 45 has not been switched from off to on (step S1703: No), the MPU 41 determines whether the setting value display in progress flag is set to on (step S1707). The setting value display in progress flag indicates that a setting value is being displayed on the setting value display unit 45 as described above, and is set to on in step S1706. When the setting value display in progress flag is set to on (step S1707: Yes), the MPU 41 proceeds to step S1708, and when the setting value display in progress flag is set to off (step S1707: No), that is, when the setting value display unit 45 is in the off state and the power is not turned on, the setting value change process ends.
[0303] <Step S1708> When the setting value display in progress flag is set to on (step S1707: Yes), the MPU 41 determines whether the setting value change operation unit 46 has been rotated by a predetermined angle (step S1708). That is, the MPU 41 determines whether a rotation operation for changing the setting value has been performed. When the setting value change operation unit 46 has been rotated by a predetermined angle (step S1708: Yes), the MPU 41 proceeds to step S1709, and when the setting value change operation unit 46 has not been rotated (step S1708: No), the MPU 41 proceeds to step S1711.
[0304] <Step S1709> When the setting value change operation unit 46 has been rotated by a predetermined angle (step S1708: Yes), the MPU 41 executes a process for changing the display on the setting value display unit 45 (step S1709). For example, when the setting value change operation unit 46 is rotated by a predetermined angle in the right direction, the MPU 41 causes a number one greater than the number displayed on the setting value display unit 45 before rotation to be displayed, and conversely, when the setting value change operation unit 46 is rotated by a predetermined angle in the left direction, the MPU 41 causes a number one less than the number displayed on the setting value display unit 45 before rotation to be displayed.
[0305] In addition, when the number displayed on the set value display unit 45 before rotation is "6" and the set value change operation unit 46 is rotated by a predetermined angle in the right direction, the number displayed on the set value display unit 45 is changed to "1". When the number displayed on the set value display unit 45 before rotation is "1" and the set value change operation unit 46 is rotated by a predetermined angle in the left direction, the number displayed on the set value display unit 45 is changed to "6". Also, when the number displayed on the set value display unit 45 is "6", it may be prevented from rotating further to the right, and when the number displayed on the set value display unit 45 is "1", it may be prevented from rotating further to the left.
[0306] <Step S1710> In step S1710, the MPU 41 overwrites and stores the number being displayed on the set value display unit 45 as the set value in the set value of the game information storage area 412d of the RAM 412, and ends the set value change process. As a result, when the power of the set value change operation unit 46 is switched from on to off, the set value stored in the RAM 412 immediately before the power is turned off is finally stored in the game information storage area 412d of the RAM 412 as the valid set value. Therefore, by changing the number displayed on the set value display unit 45 by rotating the set value change operation unit 46, the set value stored in the RAM 412 is changed. And the set value can be determined by turning off the power of the set value display unit 45 in a state where the number corresponding to the target set value is displayed on the set value display unit 45.
[0307] <Step S1711> When the setting value change operation unit 46 has not been rotated by a predetermined angle (step S1708: No), the MPU 41 determines whether the power supply of the setting value display unit 45 has been switched from on to off (step S1711), that is, whether an operation to turn off the power supply of the setting value display unit 45 has been performed on the setting value change operation unit 46. When the power supply of the setting value display unit 45 has been switched from on to off (step S1711: Yes), the MPU 41 proceeds to step S1712, and when the power supply of the setting value display unit 45 has not been switched from on to off (step S1711: No), the setting value change process ends. When the power supply of the setting value display unit 45 has been switched from on to off (step S1711: Yes), in the setting value display unit 45, the power supply to the 7-segment display is cut off, and the numbers indicating the setting value are turned off, and the setting value is determined as described above.
[0308] <Steps S1712 and S1713> When the power supply of the setting value display unit 45 has been switched from on to off (step S1711: Yes), the MPU 41 selects a low probability mode pass / fail table (see FIG. 14(A)) and a high probability mode pass / fail table (see FIG. 14(B)) corresponding to the setting value stored in the game information storage area 412d of the RAM 412 in step S1710 and stores them in the RAM 412 (step S1712). Then, the MPU 41 sets the setting value display flag to off and ends the setting value change process.
[0309] Here, in step S1712, a low probability mode pass / fail table (see FIG. 14(A)) and a high probability mode pass / fail table (see FIG. 14(B)) corresponding to the setting value stored in the game information storage area 412d of the RAM 412 are selected. That is, since the pass / fail tables with the same setting value are selected between the low probability mode pass / fail table and the high probability mode pass / fail table, it is easy to change the setting value. However, it is also possible to individually change the setting value in the low probability mode and the setting value in the high probability mode. In this case, for example, the setting value in the low probability mode can be set to "1" and the setting value in the high probability mode can be set to "6", so that the setting values at different levels (numerical values) can be set in the low probability mode and the high probability mode.
[0310] [Performance Information Update Process] Here, FIG. 28 is a flowchart showing an example of the procedure of the specific performance information update process executed in step S1308 in the main process of FIG. 23. FIG. 29 is a diagram showing an example of the base information updated in the specific performance information update process of FIG. 28. Hereinafter, the specific performance information update process will be described with reference to FIGS. 28 and 29.
[0311] [Steps S1801 and S1802] As shown in FIG. 28, the MPU 41 reads the number of out balls for base calculation of the base information stored in the game information storage area 412d of the RAM 412 (step S1801), and determines whether the read number of out balls has reached 60,000 balls (step S1802). When the number of out balls has reached 60,000 balls (step S1802: Yes), the MPU 51 transfers the process to step S1805. When the number of out balls has not reached 60,000 balls (step S1802: No), the MPU 51 transfers the process to step S1803.
[0312] [Steps S1803 and S1804] When the number of out balls has not reached 60,000 balls (step S1802: No), the MPU 51 reads the number of payout balls for the general winning hole and the number of payout balls for the first winning hole for base calculation of the base information (step S1803). Then, based on the number of out balls for base calculation of the base information read in step S1801 and the number of payout balls for the general winning hole and the number of payout balls for the first winning hole for base calculation of the base information read in step S1803, the MPU 51 calculates the current base BL, and overwrites and updates the current base BL of the base information stored in the game information storage area 412d of the RAM 412 (step S1804) (see FIG. 29(A)). Note that the current base BL (%) is calculated as 100×(number of payout balls for general winning hole + number of payout balls for first winning hole) / number of out balls.
[0313] [Steps S1805 to S1808] When the number of out balls reaches 60,000 balls (step S1802: Yes), the MPU 41 updates the base information stored in the game information storage area 412d of the RAM 412 (steps S1805 to S1807). Specifically, as shown in FIGS. 29(A) and 29(B), the MPU 41 shifts the previous 60,000-ball base B1 to the penultimate 60,000-ball base in the base information (step S1805), shifts the current base BL to the previous 60,000-ball base B1 (step S1806), and clears the current base BL to 0 (step S1807). Then, the MPU 41 clears the payout ball numbers for the general winning openings for base calculation, the payout ball numbers for the first winning opening, and the number of out balls, which are stored as the base information in the game information storage area 412d of the RAM 412, to 0 balls (step S1808).
[0314] <Step S1809> When the processing of step S1804 or S1808 is completed, the MPU 51 reads out various information in the game information storage area 412d of the RAM 412, calculates other specific performances, updates the other specific performance information with the calculated values (step S1809), and ends the specific performance information update process. The specific performances in this case are, for example, the unit jackpot lottery count, the continuous accessory ratio, the accessory ratio, etc.
[0315] [Display control process of the performance display monitor] Here, FIGS. 30 to 33 are flowcharts showing an example of the procedure of the display control process of the performance display monitor 43 executed in step S1309 of the main process of FIG. 23. Hereinafter, the display control process of the performance display monitor 43 will be described with reference to FIGS. 30 to 33.
[0316] <Step S1901> As shown in FIG. 30, in step S1901, the MPU 41 determines whether the BL display in progress flag is set to on. Here, the BL display in progress flag is a flag indicating that the current base BL is being displayed on the performance display monitor 43, and is set to on in step S1906 described later or step S1930 in FIG. 33. If the BL display in progress flag is set to on (step S1901: Yes), the MPU 41 transfers the process to step S1908 in FIG. 31. If the BL display in progress flag is set to off (step S1901: No), the MPU 41 transfers the process to step S1902.
[0317] <Step S1902> If the BL display in progress flag is set to off (step S1901: No), the MPU 41 determines whether the B1 display in progress flag is set to on (step S1902). Here, the B1 display in progress flag is a flag indicating that the previous 60,000-piece base B1 is being displayed on the performance display monitor 43, and is set to on in step S1912 in FIG. 31 described later. If the B1 display in progress flag is set to on (step S1902: Yes), the MPU 41 transfers the process to step S1917 in FIG. 32. If the B1 display in progress flag is set to off (step S1902: No), the MPU 41 transfers the process to step S1903.
[0318] <Step S1903> If the B1 display in progress flag is set to off (step S1902: No), the MPU 41 determines whether the B2 display in progress flag is set to on (step S1903). Here, the B2 display in progress flag is a flag indicating that the previous-previous 60,000-piece base B2 is being displayed on the performance display monitor 43, and is set to on in step S1921 in FIG. 32 described later. If the B2 display in progress flag is set to on (step S1903: Yes), the MPU 41 transfers the process to step S1926 in FIG. 33. If the B2 display in progress flag is set to off (step S1903: No), the MPU 41 transfers the process to step S1904.
[0319] <Step S1904> When the B2 display flag is set to off (Step S1903: No), the MPU 41 determines whether the performance display switch 44 has been switched from off to on (Step S1904). When the performance display switch 44 has been switched from off to on (Step S1904: Yes), the process proceeds to Step S1905. When the performance display switch 44 has not been switched from off to on (Step S1904: No), the display control process ends.
[0320] <Steps S1905 to S1907> When the performance display switch 44 has been switched from off to on (Step S1904: Yes), the MPU 41 causes the current base BL included in the base information stored in the game information storage area 412d of the RAM 412 to be displayed on the performance display monitor 43 (Step S1905). For example, when the base information stored in the game information storage area 412d of the RAM 412 is the example shown in FIG. 29(A), "8.", "L", "2", "9", indicating that the current base BL is 29%, are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. When the base information is the example shown in FIG. 29(B), "8.", "L", "0", "0", indicating that the current base BL is 0%, are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU 41 sets the BL display flag to on (Step S1906), sets a BL display time counter for displaying the current base BL on the performance display monitor 43 for a certain period of time (Step S1907), and ends the display control process.
[0321] <Steps S1908 and S1909> When the BL display flag is set to on (step S1901: Yes), as shown in FIG. 31, the MPU 41 subtracts 1 from the value of the BL display time counter set in step S1907 of FIG. 30 (step S1908), and determines whether the value of the BL display time counter after subtraction is 0 (step S1909). When the value of the BL display time counter after subtraction is 0 (step S1909: Yes), the MPU 41 transfers the process to step S1910. When the value of the BL display time counter after subtraction is not 0 (step S1909: No), the MPU 41 transfers the process to step S1913.
[0322] <Steps S1910 - S1913> When the value of the BL display time counter after subtraction is 0 (step S1909: Yes), the MPU 41 sets the BL display flag to off (step S1910), and causes the performance display monitor 43 to display the previous 60,000 - ball base B1 included in the base information stored in the game information storage area 412d of the RAM 412 (step S1911). For example, when the base information stored in the game information storage area 412d of the RAM 412 is the example shown in FIG. 29(A), "8.", "1", "3", "3", indicating that the previous 60,000 - ball base B1 is 33%, are displayed on the four 7 - segment displays 431 - 434 that make up the performance display monitor 43. When the base information is the example shown in FIG. 29(B), "8.", "1", "2", "9", indicating that the previous 60,000 - ball base B1 is 29%, are displayed on the four 7 - segment displays 431 - 434 that make up the performance display monitor 43. Then, the MPU 41 sets the B1 display flag to on (step S1912), sets a B1 display time counter for displaying the previous 60,000 - ball base B1 on the performance display monitor 43 for a certain period of time (step S1913), and ends the display control process.
[0323] <Step S1914> When the value of the BL display time counter after subtraction is not 0 (step S1909: No), the MPU 41 determines whether the performance display switch 44 has been switched from on to off (step S1914). When the performance display switch 44 has been switched from on to off (step S1914: Yes), the process proceeds to step S1915, and when the performance display switch 44 has not been switched from on to off (step S1914: No), the display control process ends. Note that when the performance display switch 44 has been switched from on to off (step S1914: Yes), in the performance display monitor 43, the alphabet and numbers indicating the current base BL are turned off by cutting off the power supply to the 7-segment displays 431 to 434.
[0324] <Steps S1915 and S1916> When the performance display switch 44 has been switched from on to off (step S1914: Yes), the MPU 41 sets the BL display in progress flag to off (step S1915), clears the value of the BL display time counter to 0 (step S1916), and ends the display control process.
[0325] <Steps S1917 and S1918> When the B1 display in progress flag is set to on (step S1902: Yes), as shown in FIG. 32, the MPU 41 subtracts 1 from the value of the B1 display time counter set in step S1913 of FIG. 31 (step S1917), and determines whether the value of the B1 display time counter after subtraction is 0 (step S1918). When the value of the B1 display time counter after subtraction is 0 (step S1918: Yes), the process proceeds to step S1919, and when the value of the B1 display time counter after subtraction is not 0 (step S1918: No), the process proceeds to step S1923.
[0326] <Steps S1919 to S1922> When the value of the B1 display time counter after subtraction is 0 (step S1918: Yes), the MPU 41 sets the B1 display in progress flag to off (step S1919), and causes the performance display monitor 43 to display the previous previous 60,000-coin base B2 included in the base information stored in the game information storage area 412d of the RAM 412 (step S1920). For example, when the base information stored in the game information storage area 412d of the RAM 412 is the example shown in FIG. 29(A), "8.", "2", "3", "2" indicating that the previous previous 60,000-coin base B2 is 32% are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. When the base information is the example shown in FIG. 29(B), "8.", "2", "3", "3" indicating that the previous previous 60,000-coin base B2 is 33% are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU 41 sets the B2 display in progress flag to on (step S1921), sets a B2 display time counter corresponding to a fixed time for causing the performance display monitor 43 to display the previous previous 60,000-coin base B2 (step S1922), and ends the display control process.
[0327] <Step S1923> When the value of the B1 display time counter after subtraction is not 0 (step S1918: No), the MPU 41 determines whether the performance display switch 44 has been switched from on to off (step S1923). When the performance display switch 44 has been switched from on to off (step S1923: Yes), the process proceeds to step S1924. When the performance display switch 44 has not been switched from on to off (step S1923: No), the display control process ends. When the performance display switch 44 has been switched from on to off (step S1923: Yes), in the performance display monitor 43, the alphabet and numbers indicating the previous 60,000-coin base B1 are turned off by cutting off the power supply to the 7-segment displays 431 to 434.
[0328] <Steps S1924 and S1925> When the performance display switch 44 is switched from on to off (step S1923: Yes), the MPU 41 sets the B1 display in-progress flag to off (step S1924), clears the value of the B1 display time counter to 0 (step S1925), and ends the display control process.
[0329] <Steps S1926 and S1927> When the B2 display in-progress flag is set to on (step S1903: Yes), as shown in FIG. 33, the MPU 41 subtracts 1 from the value of the B2 display time counter set in step S1922 of FIG. 32 (step S1926), and determines whether the value of the B2 display time counter after subtraction is 0 (step S1927). When the value of the B2 display time counter after subtraction is 0 (step S1927: Yes), the MPU 41 transfers the process to step S1928, and when the value of the B2 display time counter after subtraction is not 0 (step S1927: No), the MPU 41 transfers the process to step S1932.
[0330] <Steps S1928 to S1931> When the value of the B2 display time counter after subtraction is 0 (step S1927: Yes), the MPU 41 sets the B2 display in progress flag to off (step S1928), and causes the performance display monitor 43 to display the current base BL included in the base information stored in the game information storage area 412d of the RAM 412 (step S1929). For example, when the base information stored in the game information storage area 412d of the RAM 412 is the example shown in FIG. 29(A), the "8.", "L", "2", "9" indicating that the current base BL is 29% are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. When the base information is the example shown in FIG. 29(B), the "8.", "L", "0", "0" indicating that the current base BL is 0% are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU 41 sets the BL display in progress flag to on (step S1930), sets a BL display time counter for causing the current base BL to be displayed on the performance display monitor 43 for a certain period of time (step S1931), and ends the display control process.
[0331] <Step S1932> When the value of the B2 display time counter after subtraction is not 0 (step S1927: No), the MPU 41 determines whether the performance display switch 44 has been switched from on to off (step S1932). When the performance display switch 44 has been switched from on to off (step S1932: Yes), the process proceeds to step S1933. When the performance display switch 44 has not been switched from on to off (step S1932: No), the display control process ends. When the performance display switch 44 has been switched from on to off (step S1932: Yes), in the performance display monitor 43, the power supply to the 7-segment displays 431 to 434 is cut off, and the alphabets and numbers indicating the previous 60,000-base B2 are turned off.
[0332] <Steps S1933 and S1934> When the performance display switch 44 is switched from on to off (step S1932: Yes), the MPU 41 sets the B2 display in-progress flag to off (step S1933), clears the value of the B2 display time counter to 0 (step S1934), and ends the display control process.
[0333] [Processing of the voice lamp control device 5] Next, with reference to FIGS. 34 to 47, the processing executed by the MPU 51 in the voice lamp control device 5 will be described.
[0334] Note that in this embodiment, it is also conceivable as another embodiment that part or all of the processing executed by the MPU 51 of the voice lamp control device 5 is executed by the MPU 61 of the display control device 6. Further, in the voice lamp control device 5, the MPU 51 also executes control processing of the speaker 26 and the decorative section 27, startup processing at the time of startup of the voice lamp control device 5, NMI interrupt processing at the time of power failure, etc., but the description of those processes will be omitted.
[0335] [Sub-timer interrupt processing of the voice lamp control device 5] Here, FIG. 34 is a flowchart showing an example of the procedure of the sub-timer interrupt processing executed by the MPU 51 of the voice lamp control device 5. The MPU 51 executes the sub-timer interrupt processing, for example, as a periodic process with a period of 1 msec.
[0336] As shown in FIG. 34, in the sub-timer interrupt processing, the MPU 51 executes a display order setting process (step S2000), a counter update process (step S2001), a command determination process (step S2002), a variable game effect process (step S2003), a big win game effect process (step S2004), and a set value suggestion process (step S2005).
[0337] [Display order setting process] In the display order setting process (step S2000), the MPU 51 refers to the game setting value (setting value) set to define the jackpot probability in the gaming machine 10, and determines and stores (sets) the order of the numbers to be displayed on the 7-segment display unit 39 in a predetermined period. In the present embodiment, by executing the setting value suggestion process in the jackpot game in the predetermined period, five numbers for specifying a plurality (five) of game setting values (non-setting values) other than the setting value are displayed on the 7-segment display unit 39 in a predetermined order. Therefore, in the display order setting process, the order in which the five numbers for specifying a plurality of non-setting values are to be displayed on the 7-segment display unit 39 is set. Here, FIG. 35 is a flowchart showing an example of the procedure of the display order setting process executed in the sub-timer interrupt process of FIG. 34, and FIG. 36 is a diagram showing an example of the number display order determination table referred to in the display order setting process of FIG. 35. Hereinafter, the details of the display order setting process will be described with reference to FIGS. 35 and 36.
[0338] <Step S2011> As shown in FIG. 35, in the display order setting process, the MPU 51 determines whether the display order setting flag is set to on (step S2011). The display order setting flag is a flag indicating that the setting of the display order of the numbers for specifying the non-setting values in the jackpot game in the predetermined period has been completed, and is set to on in step S2016 of the display order setting process. Further, the display order setting flag is initially set to off when the power of the gaming machine 10 is turned on. Therefore, when the sub-timer interrupt process is executed by permitting the sub-timer interrupt process by the startup process of the voice lamp control device, the order of the numbers to be displayed by segments A to G of the 7-segment display unit 39 in the predetermined period is set (steps S2014 to S2016 described later). That is, in the gaming machine 10, when the power is turned on, the order of the numbers to be displayed by segments A to G of the 7-segment display unit 39 in the predetermined period is set.
[0339] Incidentally, the power supply of the gaming machine 10 is often turned on before the game hall opens. Therefore, by setting the display order of the numbers on the 7-segment display unit 39 when the power supply of the gaming machine 10 is turned on, the display order of the numbers on the 7-segment display unit 39 is set for each business day. As a result, it is possible to prevent the display order of the numbers on the 7-segment display unit 39 from being fixed, and thus prevent the same information from being repeatedly presented on the 7-segment display unit 39 and prevent the display of information on the 7-segment display unit 39 from becoming monotonous.
[0340] Here, when the display order setting flag is on (step S2011: Yes), the MPU 51 proceeds to step S2012, and when the display order setting flag is off (step S2011: No), the MPU 51 proceeds to step S2014.
[0341] <Steps S2012 and S2013> When the display order setting flag is on (step S2011: Yes), the MPU 51 determines whether the setting value change flag is set to on (step S2012). The setting value change flag is a flag indicating that the game setting value (setting value) set to define the jackpot probability in the gaming machine 10 has been changed, and is set to on in step S2121 in the command determination process of FIG. 37 described later. When the setting value change flag is on (step S2012: Yes), the MPU 51 turns off the setting value change flag (step S2013) and then proceeds to step S2014. That is, in the gaming machine 10, when there is a change in the setting value, the order of the numbers to be displayed by segments A to G of the 7-segment display unit 39 in a predetermined period is set. By setting the display order of the numbers on the 7-segment display unit 39 when there is a change in the setting value in this way, it becomes possible to determine the display order of the numbers according to the setting value, and thus it is possible to prevent the presentation of information on the 7-segment display unit 39 from becoming monotonous.
[0342] On the other hand, when the setting value change flag is off (step S2012: NO), the MPU 51 ends the display order setting process.
[0343] <Steps S2014 to S2016> In step S2014, the MPU 51 acquires the setting value from the RAM 512, and further refers to the setting value and the numeric display order determination table (see FIG. 36) to set the order of the numbers to be displayed on the 7-segment display unit 39 (step S2015). Here, FIG. 36(A) is a diagram showing an example of the numeric display order determination table, and FIG. 36(B) is a diagram showing the correspondence between the display order described in the numeric display order determination table shown in FIG. 36(A) and the display order of the numbers on the 7-segment display unit 39.
[0344] As shown in FIG. 36(A), in the numeric display order determination table, for each of the game setting values 1 to 6 (setting values 1 to 6) set to define the jackpot probability in the gaming machine 10, the display order of the numbers is defined by lottery random numbers. The lottery random numbers are 120 numbers from 0 to 119, and one display order is associated with each lottery random number, and the selection probability of each display order is the same. The display orders include the display orders A1 to A120 selected in the case of setting value 1, the display orders B1 to B120 selected in the case of setting value 2, the display orders C1 to C120 selected in the case of setting value 3, the display orders D1 to D120 selected in the case of setting value 4, the display orders E1 to E120 selected in the case of setting value 5, and the display orders F1 to F120 selected in the case of setting value 6. For each of the setting values 1 to 6, 120 display orders corresponding to all combinations of the numbers indicating non-setting values are set.
[0345] The display orders A1 to A120 selected when the setting value is 1 define the order of displaying the five numbers "2" to "6" that identify the game setting values (non-setting values) 2 to 6 other than the number "1" that identifies the setting value 1 (see FIG. 36(B)). That is, when the setting value is 1 and any of the display orders A1 to A120 is selected according to the lottery random number, the number "1" that identifies that the setting value is 1 is not displayed on the 7-segment display unit 39.
[0346] The display orders B1 to B120 selected when the set value 2 is the case define the order of displaying the five digits "1", "3" to "6" of the set values other than the digit "2" that specifies the set value 2, which is the digit "2" to "6" that specify the set values 2 to 6 (see Fig. 36(B)). That is, when any one of the display orders B1 to B120 is selected according to the lottery random number value because the set value is 2, the digit "2" that specifies that the set value is 2 is not displayed on the 7-segment display unit 39.
[0347] The display orders C1 to C120 selected when the set value 3 is the case define the order of displaying the five digits "1", "2", "4" to "6" of the set values other than the digit "3" that specifies the set value 1, which is the digit "1", "2", "4" to "6" that specify the set values 1, 2, 4 to 6 (see Fig. 36(B)). That is, when any one of the display orders C1 to C120 is selected because the set value is 3, the digit "3" that specifies that the set value is 3 is not displayed on the 7-segment display unit 39.
[0348] The display orders D1 to D120 selected when the set value 4 is the case define the order of displaying the five digits "1" to "3", "5", "6" of the set values other than the digit "4" that specifies the set value 4, which is the digit "1" to "3", "5", "6" that specify the set values 1 to 3, 5, 6 (see Fig. 36(B)). That is, when any one of the display orders D1 to D120 is selected because the set value is 4, the digit "4" that specifies that the set value is 4 is not displayed on the 7-segment display unit 39.
[0349] The display orders E1 to E120 selected when the set value 5 is the case define the order of displaying the five digits "1" to "4", "6" of the set values other than the digit "5" that specifies the set value 5, which is the digit "1" to "4", "6" that specify the set values 1 to 4, 6 (see Fig. 36(B)). That is, when any one of the display orders E1 to E120 is selected because the set value is 5, the digit "5" that specifies that the set value is 5 is not displayed on the 7-segment display unit 39.
[0350] When the set value 6 is selected, the display order F1 to F120 defines the order in which the five digits "1" to "5" that identify the set values 1 to 5 other than the digit "6" that identifies the set value 6 are displayed (see Fig. 36(B)). That is, when any one of the display orders F1 to F120 is selected because the set value is 6, the digit "6" that identifies that the set value is 6 is not displayed on the 7-segment display unit 39.
[0351] When the order of the digits displayed on the 7-segment display unit 39 is set (step S2015), the MPU 51 sets the display order setting flag to off (step S2016) and ends the display order setting process. That is, when the power is turned on (step S2011: No) and when the set value is changed (step S2013: Yes), the MPU 51 sets the order of the digits displayed on the 7-segment display unit 39 according to the game setting values 1 to 6 (set values 1 to 6) set to define the jackpot probability in the gaming machine 10.
[0352] In this way, in the gaming machine 10, when the power is turned on, the display order of the digits on the 7-segment display unit 39 is determined based on the digit display order determination table, and after the power is turned on, the display order of the digits on the 7-segment display unit 39 is determined based on the digit display order determination table by changing the set value. As a result, when a predetermined condition (for example, power-on or setting change) is satisfied, it becomes possible to display digits (non-set values) in a predetermined order on the 7-segment display unit 39 within a specified period. And in the game hall, since the power of the gaming machine 10 is often turned on before opening, by setting the display order of the digits on the 7-segment display unit 39 triggered by turning on the power of the gaming machine 10, the display order of the digits on the 7-segment display unit 39 is set for each business day. Thereby, it is possible to prevent the display order of the digits on the 7-segment display unit 39 from being fixed, and thus prevent the same information from being repeatedly presented on the 7-segment display unit 39 and prevent the display of information on the 7-segment display unit 39 from becoming monotonous.
[0353] In the display order setting process of the present embodiment, when the power of the gaming machine 10 is turned on and when the set value is changed, the display order of the numbers displayed on the 7-segment display unit 39 is set. However, the display order of the numbers displayed on the 7-segment display unit 39 may be set when other conditions (predetermined conditions) are satisfied. The predetermined conditions in this case will be described in the third embodiment described later. Examples of the predetermined conditions include the start of a predetermined period, the start of a jackpot game, and the start of the open / close execution mode of the jackpot game. Even when the display order of the numbers displayed on the 7-segment display unit 39 is set due to the establishment of these predetermined conditions, it is possible to prevent the display order of the numbers on the 7-segment display unit 39 from being fixed. Therefore, it is possible to prevent the same information from being repeatedly presented on the 7-segment display unit 39 and the display of information on the 7-segment display unit 39 from becoming monotonous.
[0354] In addition, in the numerical display order determination table shown in FIG. 36(A), for the same set value, the probability of selecting all numerical display orders is the same, but the probability of selecting a numerical display order does not necessarily have to be the same. For example, it is also conceivable that the numerical display order determination table is set such that, for the same set value, the probability of selecting at least some of the numerical display orders is different from that of other numerical display orders. That is, it is conceivable to make a specific display order easier to select and, conversely, to make a specific display order more difficult to select. If the probability of selecting at least some of the numerical display orders is set to be different from that of other numerical display orders according to the set value in this way, it is also possible to make a specific numerical display order easier to select and a specific numerical display order more difficult to select according to the set value. That is, unlike the case where the probability of selecting the display order of all the numbers is made the same, it becomes possible to facilitate the identification of a specific non-set value and, conversely, to make it difficult to identify a specific non-set value. As a result, it becomes possible to adjust the likelihood of a high set value, the likelihood of a low set value, and so on. Specifically, for example, when the set value is a low set value (for example, the set value is 2 or less), the display order of the numbers indicating the non-set value corresponding to the high set value (for example, the set value is 5 or more) may be made slower. In this case, by leaving the possibility of a high set value until the end when the set value is a low set value, the player is given a sense of expectation that the set value is a high set value, while preventing the player from quickly identifying that the set value is a low set value. As a result, it is possible to suppress a decrease in the player's interest in the game, prevent the game on the gaming machine 10 from ending early, and suppress a decrease in the operating rate of the gaming machine 10. Conversely, when the set value is a high set value (for example, the set value is 5 or more), the display order of the numbers indicating the non-set value corresponding to the low set value (for example, the set value is 2 or less) may be made slower. In this case, until immediately before it is determined that the set value is a high set value, the numbers corresponding to the high set value and the numbers corresponding to the low set value are not displayed on the 7-segment display unit 39, and the possibility of the set value being a low set value is left until immediately before the player grasps that the set value is a high set value. As a result, the player can focus on whether it is a high set value that is advantageous to the player or a low set value that is disadvantageous to the player, and enjoy the thrill until immediately before it is grasped that the set value is a high set value.Also, regardless of the set value, it is conceivable to make the display order of the numbers corresponding to the lowest game setting value among the non-set values not slow, for example, to make it easier to select the slowest display order. In this case, since the number indicating the non-set value most disadvantageous to the player is displayed last, until the last number is displayed, the possibility remains of the non-set value most disadvantageous to the player and the non-set value more advantageous to the player. As a result, it becomes difficult for the player to grasp that it is the game setting value (big win probability) most disadvantageous to the player, so it is possible to suppress the early end of the game on the gaming machine 10 and suppress the decrease in the operating rate of the gaming machine.
[0355] Also, it is conceivable to set it so that it is easier to select a number display order in which the display order of the number indicating the non-set value corresponding to the high set value and the number indicating the non-set value corresponding to the low set value becomes slow. For example, it is also conceivable to make it easier to select a number display order in which the display order of at least one of "1" and "2" corresponding to the low set value and at least one of "5" and "6" corresponding to the high set value is slow. Also in this case, until immediately before the player grasps the set value, since it includes the possibility of a high set value advantageous to the player and the possibility of a low set value disadvantageous to the player, until immediately before grasping the set value, the player can enjoy the thrill of whether it is a high set value or a low set value.
[0356] Also, except when the set value is the maximum set value (the set value is 6), it is conceivable to set it so that a number display order in which the display order of numbers corresponding to non-set values higher than the set value is delayed is likely to be selected. For example, it is conceivable to set a higher selection rate for the display order in which the priority of numbers indicating non-set values with a higher advantageous determination probability than the set value is lower than that of numbers indicating non-set values with a lower advantageous determination probability than the set value. By delaying the display order of numbers indicating non-set values higher than the set value in this way, it is possible to make the player expect that the set value may be higher than the actual set value until immediately before grasping the set value. As a result, until immediately before grasping the set value, it is possible to enjoy speculating on non-set values (set values) while expecting the possibility that the set value is high. On the contrary, except when the set value is the minimum set value (the set value is 1), it is conceivable to set it so that a number display order in which the display order of numbers corresponding to non-set values lower than the set value is delayed is likely to be selected. For example, it is conceivable to set a higher selection rate for the display order in which the priority of numbers indicating non-set values with a lower advantageous determination probability than the set value is lower than that of numbers indicating non-set values with a higher advantageous determination probability than the set value. By delaying the display order of numbers indicating non-set values lower than the set value in this way, the number indicating the non-set value corresponding to the game set value lower than the set value remains as a non-displayed number immediately before the set value is grasped. As a result, the final candidates for the set value are the actual set value and the game set value (non-set value) lower than that set value. As a result, ultimately, the player grasps the more advantageous game set value as the set value, so the joy when the set value is grasped is enhanced.
[0357] Also, regardless of the set value, it is conceivable to set it so that a numerical display order in which the display order of numbers corresponding to a high set value (for example, a set value of 5 or more) is slow is likely to be selected. Conversely, it is conceivable to set it so that a numerical display order in which the display order of numbers corresponding to a low set value (for example, a set value of 2 or less) is fast is likely to be selected. By making the display order of numbers corresponding to a low set value fast and the display order of numbers corresponding to a high set value slow in this way, a higher set value is displayed later. As a result, until just before the player grasps the set value, the player can be made to expect the possibility that it is a high set v...
Claims
【Claim 1】 Transition determination means capable of performing a transition determination as to whether or not to shift to a game state in which a game advantageous to the player is executed based on the establishment of a determination condition; Predetermined winning means capable of establishing the determination condition based on the entry of a game ball; Result notification information display means for displaying result notification information for notifying the result of the transition determination by the transition determination means; Display means provided corresponding to the game board and on which the result notification information is displayed; Launch means capable of launching game balls toward the game board at a predetermined interval when a predetermined game operation is performed; A gaming machine comprising: The predetermined winning means includes: First winning means; Second winning means different from the first winning means, capable of switching between a permitted state in which entry of a game ball is permitted and a restricted state in which entry of a game ball is restricted; The result notification information includes: First result notification information that can be displayed after a predetermined period of time on the condition that a game ball enters the first winning means; Second result notification information that can be displayed after a specific period of time on the condition that a game ball enters the second winning means; This gaming machine: Retention number information image display means capable of displaying a retention number information image indicating the number of retained balls that have entered at least the first winning means but for which the transition determination has not yet been executed up to a predetermined upper limit number; Suggestion information image display means capable of displaying an information image that can be displayed in any one of a plurality of display modes corresponding to the entry of a game ball into the first winning means, and capable of displaying a predetermined suggestion information image different from the retention number information image at least during a plurality of consecutive predetermined periods; Specific allowable state generation means capable of generating a specific allowable state, which is a long-term allowable state in which a plurality of predetermined numbers of game balls can be launched toward the game board by performing the predetermined game operation based on the establishment of a specific condition; Comprising: This gaming machine: Is configured to be able to execute the execution of the predetermined specific period for the entry of a game ball into the second winning means with priority over the execution of the predetermined period for the entry of a game ball into the first winning means in the retained state; During the specific period that is executed when a game ball enters the second winning means in the specific allowable state during the execution of the display of the predetermined suggestion information image, an image different from the image displayed as the held number information image and related to the specific allowable state, a specific display image can be displayed, and at least while the specific display image is being displayed, the predetermined suggestion information image can be displayed together with the specific display image. When the specific allowable state is not generated, the game machine is configured such that the specific display image can be prevented from being displayed and the predetermined suggestion information image can be displayed.
Citation Information
Patent Citations
Game machine
JP2013208288A
Game board
JP2016039949A
Game machine
JP2016043195A
Game machine
JP2020014640A
Cited By
Game machine
JP2022075093A