Pachinko machine
The gaming machine improves player engagement by determining special game execution and managing game states, using an effect control system to enhance the gaming experience.
Patent Information
- Application Number
- JP2022156426
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-29
- Publication Date
- 2025-06-12
- Estimated Expiration
- 2042-09-29
AI Technical Summary
The automatic operation function of gaming machines, such as pachinko machines, lacks features to enhance gaming interest and player engagement.
The gaming machine incorporates an acquisition means for determining if a special game should be executed based on specific conditions, along with a game state control means to manage transitions between normal and specific game states, and an effect control means to provide operational promotion images and effects.
This solution enhances gaming interest by providing players with the expectation of executing special games, thereby increasing engagement and enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Recently, in pachinko machines, there is known a gaming machine having an automatic operation function that, when the automatic operation setting of an operation means operable by a player is turned on, regards the operation means as being operated at a predetermined timing within the operation effective period (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, there is still room for improvement in the automatic operation function of the operation means in terms of improving the gaming interest.
[0005] In view of such circumstances, an object of the present invention is to improve the gaming interest.
Means for Solving the Problems
[0006] The gaming machine according to the present invention includes an acquisition means for acquiring determination information when an acquisition condition is satisfied, a determination means for determining whether to execute a special game advantageous to the player based on the determination information, a normal game state, and a game state different from the normal game state and being a specific game state that can be shifted to after the end of the special game, a game state control means for controlling the above, an operation means operable by the player, and an effect control means capable of executing a corresponding effect in response to the operation means being operated during the operation effective period, and the effect control means It is possible to execute a predetermined effect that makes the player expect the execution of the special game, During the operation valid period, an operation promotion image can be displayed on the display means. In the predetermined effect As the operation promotion image, a first operation promotion image and a second operation promotion image suggesting a higher expectation of executing the special game than the first operation promotion image can be displayed. When an activation operation is performed by the player, a predetermined setting related to the operation means is activated. Shi When a deactivation operation is performed by the player, the predetermined setting related to the operation means is deactivated. Shi When the predetermined setting is activated. When the predetermined effect is executed when the first operation promotion image is displayed. If the operation means is not operated by the player, It is assumed that the operation means has been operated. Minna and the corresponding effect is executed. Shi When the second operation promotion image is displayed. If the operation means is not operated by the player, It is assumed that the operation means has been operated. Minna and the corresponding effect is executed. Shi , When the predetermined setting is enabled, When it is determined that the special game is to be executed in the normal game state and the game shifts to the specific game state after the end of the special game, the predetermined setting is deactivated without the deactivation operation. Ru, This is the gist of the invention.
Effect of the Invention
[0007] According to the present invention, the gaming interest can be improved.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings by taking the pachinko gaming machine 1 as an example. In the following description, "front", "rear", "left", "right", "upper", and "lower" indicate the state of the pachinko gaming machine 1 shown in FIG. 1 as viewed from the player side.
[0010] As shown in FIG. 1, the pachinko gaming machine 1 includes an outer frame 2 for installation on a gaming machine installation island (not shown) in a game parlor, an intermediate frame 3 pivotally supported by the outer frame 2 and detachably holding a game board 6, a glass frame 4 pivotally supported by the intermediate frame 3 and facing the front side of the game board 6 so that the game board 6 can be visually recognized through transparent glass, and a tray member 5 pivotally supported by the intermediate frame 3 and located below the glass frame 4 and capable of storing game balls.
[0011] The middle frame 3 is provided with a launching device for launching the game balls into the game area 7 of the game board 6, and a launching handle 8 for causing the launching device to perform a launching operation is provided. The launching handle 8 is gripped by the player and can be rotated within a predetermined range, and the launching intensity when launching the game balls into the game area 7 can be adjusted according to the amount of rotation (volume). For example, when rotated by a first rotation amount (when it is the first launching intensity), the game balls are launched to the left side of the game area 7 (the game area 7a shown in FIG. 3) (so-called "left hitting" becomes possible), and when rotated by a second rotation amount larger than the first rotation amount (when it is the second launching intensity), the game balls are launched to the right side of the game area 7 (the game area 7b shown in FIG. 3) (so-called "right hitting" becomes possible). The game area 7a constitutes a predetermined path, and the game area 7b constitutes a specific path.
[0012] The launching handle 8 is provided with a handle touch sensor (not shown). This handle touch sensor turns ON when the launching handle 8 is gripped by the player, and the ON signal is input to the payout control board 300. Thereby, it becomes possible to grasp that the launching handle 8 is being gripped by the player.
[0013] The glass frame 4 is provided with a light-emitting device 9 (such as a lamp, LED, etc.), and the pachinko game machine 1 can be decorated by the light emission. For example, in the special symbol hit determination process described later, based on being determined as a hit, an effect of emitting light in a rainbow color can be executed to notify that it is a hit.
[0014] The light-emitting device 9 includes the effect button LED provided on the effect button 14. The effect button LED is provided inside the effect button 14, and the light emission mode can be visually recognized by being covered with a transparent cover body from above. For example, the effect button LED can emit light in white, blue, green, red, and rainbow colors.
[0015] In addition, a speaker 10 is provided in the glass frame 4 (upper part), and music (BGM), voices, and sound effects can be output. For example, when the normal game state described later is controlled, music corresponding to the normal game state can be output. When the time-limited game states (A, B) described later are controlled, music corresponding to the time-limited game states (A, B) can be output. When the probability-variable game state described later is controlled, music corresponding to the probability-variable game state can be output. Note that a lower speaker 10 is provided in the glass frame 4 (lower part), and voices and sound effects can be output. A speaker lamp (not shown) is provided in the lower speaker 10, and it is configured to emit light in the winning flash effect described later.
[0016] The lighting device 9 and the speaker 10 can execute an abnormality notification when an abnormality occurs in the pachinko game machine 1. For example, the lighting device 9 can emit light in a light emission pattern dedicated to abnormality notification, and the speaker 10 can output voices or warning sounds that notify the specific content of the abnormality.
[0017] The tray member 5 is composed of an upper tray 5a and a lower tray 5b. When the storage amount of the game balls in the upper tray 5a exceeds a certain amount, the game balls are paid out to the lower tray 5b. In addition, the tray member 5 is provided with a ball discharge button 11 for discharging the game balls stored in the upper tray 5a to the lower tray 5b at the end of the game, a ball lending button 12 for requesting the payout of game balls to a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the insertion port of the game ball lending device, a remaining balance display unit 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0018] In addition, the tray member 5 is provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect for promoting an operation to each operation means is executed or the like. Note that the effect button 14 and the effect lever 15 may be provided independently of each other or may be provided integrally.
[0019] Further, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to cause vibration. For example, it may be vibrated as a pre-announcement effect (see FIG. 36), or may be vibrated when notifying the transition to a winning game. Note that only one of the effect button 14 and the effect lever 15 may be provided, or a plurality of either one may be provided.
[0020] Also, the operation effective time of the effect lever 15 may be set simultaneously during the operation effective time of the effect button 14, or vice versa. For example, when the effect lever 15 is operated in a scene where the operation of the effect button 14 is being promoted, it may be determined that the operation input of the effect lever 15 has been performed and the corresponding effect may be executed.
[0021] In addition, the tray member 5 is provided with a cross key button 16 that can be operated by the player and is used to adjust the volume of music (BGM), voice, and sound effects output from the speaker 10, adjust the amount of light emitted from the light emitting device 9, and activate a menu screen to perform operations corresponding to each menu. Note that the cross key button 16 may be used as an operation device for performing operations related to the menu screen, and a dedicated operation device for adjusting the volume and the amount of light may be provided separately and independently.
[0022] In addition, a decorative portion 2a is provided at the upper end of the outer frame 2. This decorative portion 2a extends further upward from the upper end of the outer frame, and has, for example, a shape imitating a character, and is configured to give a visual impact. On the other hand, a member (for example, the external information display 800) located behind the decorative portion 2a may be difficult to visually recognize for some players. Note that the decoration part 2a may always extend upward from the upper end of the outer frame 2, or may be configured to change from the stored state to the extended state when a predetermined trigger is established.
[0023] Next, based on FIG. 2, the configuration on the back side of the pachinko gaming machine 1 will be described. On the back side of the pachinko gaming machine 1, various control boards such as a main control board 100, an effect control board 200, a payout control board 300 and a payout device 304, and a power supply board 400 described later are provided (accurately, these various control boards are attached to the back of the middle frame 3).
[0024] In addition, a RAM clear switch 105 is provided on the main control board 100. The RAM clear switch 105 is a switch for initializing game information that is rewritten when a game is played in the area of the main RAM 103. For example, when the closing time of the game parlor is reached while in the time-limited game state (A or B), if the administrator (for example, a game parlor staff member) turns on the power while pressing the RAM clear switch 105, the game information in the time-limited game state (A or B) is cleared, and at the opening time of the next day, it can be started from the normal game state.
[0025] In addition, the RAM clear switch 105 is also a switch for switching the set value in the set change state described later. Although the details will be described later with a flowchart, for example, when there are six levels of set values, when the set value "1" is displayed on the display 104 described later, pressing the RAM clear switch 105 once will switch from the set value "1" to the set value "2", and further pressing the RAM clear switch 105 once will switch from the set value "2" to the set value "3". Thereafter, each time the RAM clear switch 105 is pressed once, it will switch to the set value "4", the set value "5", and the set value "6". When the set value "6" is displayed on the display 104, pressing the RAM clear switch 105 once will switch from the set value "6" to the set value "1".
[0026] Although the RAM clear switch 105 is provided on the main control board 100, it may be provided on the power supply board 400 or directly on the middle frame 3, for example, as long as it can be input to the main control board 100.
[0027] In addition, the main control board 100 is provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting any one of a plurality of stages of setting values described later. Specifically, a setting change key (not shown) managed by a store clerk of a game parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from the vertical direction to the horizontal direction), and while pressing the above-mentioned RAM clear switch 105, the pachinko game machine 1 is turned on (the power switch 400a is turned on), and a setting change state in which the setting value can be set is obtained. The details of the setting change state will be described later with a flowchart.
[0028] The setting change keyhole 31 is also used when checking the currently set setting value. Specifically, a setting change key managed by a store clerk of a game parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from the vertical direction to the horizontal direction), and when the pachinko game machine 1 is turned on (the power switch 400a is turned on), a setting confirmation state in which the setting value can be confirmed is obtained. The details of the setting confirmation state will be described later with a flowchart.
[0029] The setting change keyhole 31 can be rotated by a setting change key. For example, the main CPU 101 can detect three positions (states) in the vertical position, the horizontal position, and the diagonal position.
[0030] Although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the middle frame 3.
[0031] In addition, a display 104 is provided on the main control board 100. When in the setting change state or the setting confirmation state, the set value is displayed on the display 104. When not in the setting change state or the setting confirmation state, for example, game performance information calculated by the calculation formula of "(number of game balls paid out in the normal game state ÷ number of out balls in the normal game state) × 100" is displayed.
[0032] The game performance information is calculated every interruption (for example, every 4 ms) in a state that is not the setting change state or the setting confirmation state (for example, the state where interrupt permission is granted in step S18 of FIG. 12), and the current section and the past three sections (the past three sections of one section ago, two sections ago, and three sections ago) can be displayed every predetermined display timing (for example, every 5 seconds). That is, a switching display such as the display of the current section → elapse of a predetermined time (5 seconds elapse) → display of the past section (1) → elapse of a predetermined time (5 seconds elapse) → display of the past section (2) → elapse of a predetermined time (5 seconds elapse) → display of the past section (3) → elapse of a predetermined time (5 seconds elapse) → display of the current section is performed.
[0033] Next, based on FIG. 3, the configuration of the game board 6 of the pachinko machine 1 will be described. The game board 6 is formed of a veneer material or a synthetic resin material having transparency, and an image display device 26 is detachably assembled on the back side. On the game board 6, a game area 7 where game balls can roll is formed, and an outer rail member 18 and an inner rail member 19 for guiding the game balls launched from the launching device to the game area 7 are formed. Further, in the game area 7, there are a gate member 20 through which the game balls can pass, a first starting port 21 into which the game balls can enter, a stage 17 for facilitating the entry of the game balls into the first starting port 21, a second starting port 22 into which the game balls can enter, a normal winning port 23 into which the game balls can enter, a big winning port 24 into which the game balls can enter when a hitting game described later is being executed, an out port 25 for discharging the game balls that have not entered any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that moves in the vertical direction, and in addition, game pins (not shown), windmills, etc. are provided. In the present embodiment, when a game ball enters the first starting port 21, the second starting port 22, the normal winning port 23, or the big winning port 24, it may be referred to as "winning", and when a game ball enters the first starting port 21 or the second starting port 22, it may be referred to as "starting winning".
[0034] The game area 7 has a game area 7a formed on the left side of the center (a game area for so-called "left hitting") and a game area 7b formed on the right side of the center (a game area for so-called "right hitting").
[0035] The gate member 20 is provided at the right center of the game area 7 and allows the game ball to pass through when a so-called "right hit" is performed, in which the game ball is launched to the right side of the game area 7. Also, it is always open upward and always allows the game ball to pass through. When the game ball passes through the gate member 20 and is detected by the gate detection SW20a, the "processing at the time of passing gate detection" described later is performed, and a "normal symbol hit determination process" is carried out to determine whether or not to project a protruding member (not shown) provided at the second start port 22. After the normal symbol variation time has elapsed, a "normal symbol variation game" is executed to derive the determination result of the normal symbol hit determination process. Note that the gate member 20 may also be provided at the left center of the game area 7.
[0036] When a normal symbol variation game based on passing through the gate member 20 is being carried out and the game ball further passes through the gate member 20, the execution of the normal symbol variation game based on the passing is put on hold. Excluding the normal symbol variation game being executed, up to a maximum of "4" can be put on hold. Specifically, in the main RAM 103, a hold storage area for the normal symbol variation game is provided. As shown in FIG. 9, the hold storage area is composed of a "corresponding variation storage area" corresponding to the normal symbol variation game currently in variation, a "first storage area" corresponding to the normal symbol variation game to be carried out after the normal symbol variation game currently in variation ends, and thereafter, a "second storage area", a "third storage area", and a "fourth storage area". When the normal symbol variation game currently in variation finishes its variation, the determination information (random number value) stored in the "first storage area" is transferred to the "corresponding variation storage area", the determination information (random number value) stored in the "second storage area" is transferred to the "first storage area", the determination information (random number value) stored in the "third storage area" is transferred to the "second storage area", the determination information (random number value) stored in the "fourth storage area" is transferred to the "third storage area", and the "fourth storage area" becomes empty.
[0037] The first start port 21 is provided at the center of the game area 7. When a so-called "left shot" is performed in which a game ball is launched to the left side of the game area 7, the game ball can enter. When a so-called "right shot" is performed, the game ball cannot enter. Also, it is always open upward and always allows the entry of game balls. When a game ball enters the first start port 21 and is detected by the first start port detection SW21a, for example, "3" game balls are paid out as bonus balls. If any of the hold memory areas is empty in addition to the bonus balls, a special symbol hit determination process is performed, and the special symbol, the decorative symbol image, and the fourth symbol image described later are variably displayed. After the variation time has elapsed, a "symbol variation game" is executed to derive (definitely display) the determination result (special symbol and decorative symbol) of the special symbol hit determination process.
[0038] When a symbol variation game based on the entry of a game ball into the first start port 21 is being performed, if a game ball further enters the first start port 21, the execution of the symbol variation game based on the entry is put on hold. Excluding the symbol variation game being executed, up to a maximum of "4" can be put on hold.
[0039] Specifically, in the main RAM 103, a holding memory area for the symbol variation game is provided. As shown in FIG. 9, the holding memory area includes a "current variation memory area" corresponding to the currently varying symbol variation game, a "first memory area" corresponding to the symbol variation game to be played after the currently varying symbol variation game ends, and thereafter, a "second memory area", a "third memory area", and a "fourth memory area". When the currently varying symbol variation game finishes its variation with determination information (random number values) stored in all the holding memory areas, the determination information (random number values) stored in the "first memory area" is transferred to the "current variation memory area", the determination information (random number values) stored in the "second memory area" is transferred to the "first memory area", the determination information (random number values) stored in the "third memory area" is transferred to the "second memory area", the determination information (random number values) stored in the "fourth memory area" is transferred to the "third memory area", and the "fourth memory area" becomes empty. Note that although the first start port 21 is an entry port through which game balls can enter, it may be configured as a passage area through which game balls can pass.
[0040] In addition, a start port lighting device 21a is provided around the first start port 21. When a game ball enters the first start port 21, the start port lighting device 21a can emit light to notify the entry, or when performing a holding preview effect described later, it can emit light in the same color as the color of the holding icon (or the variation icon) that is the target of the holding preview effect. Thereby, for example, even if the holding icon (or the variation icon) is temporarily hidden (e.g., during a super reach), the color of the hidden holding icon (or the variation icon) can be recognized from the emission color of the start port lighting device 21a. Note that although the start port lighting device 21a can emit light in the same color as the color of the holding icon (or the variation icon) when a game ball enters the first start port 21, it may also be configured to emit light in the same color as the color of the holding icon (or the variation icon) when a game ball enters the second start port 22.
[0041] The second starting port 22 is provided at the right center of the game area 7, and when a so-called "right shot" is performed in which a game ball is launched to the right side of the game area 7, the game ball can enter, and when a so-called "left shot" is performed, the game ball cannot enter. Also, unlike the first starting port 21, the second starting port 22 does not always open upward and, in principle, does not allow the entry of game balls (it is in a "closed" state). That is, the second starting port 22 has a protruding member that can protrude forward, and the entry of game balls is possible only when this protruding member protrudes forward (when it is in an "open" state).
[0042] Regarding whether to allow the entry of game balls by protruding the protruding member forward, when it is determined as a normal symbol hit in the normal symbol hit determination process, it can be opened and closed in the opening and closing mode shown in "Opening and Closing of the Second Starting Port" in FIG. 6 described later. When a game ball enters the second starting port 22 and is detected by the second starting port detection SW22a, for example, "2" game balls are paid out as bonus balls, and if there is an empty reserved storage area in addition to the bonus balls, a symbol variation game is executed.
[0043] When a symbol variation game based on the entry of a game ball into the second starting port 22 is being played, if a game ball further enters the second starting port 22, the execution of the symbol variation game based on the entry is reserved, and except for the symbol variation game being executed, it can be reserved up to a maximum of "4". Since the specific configuration of the main RAM 103 related to the reservation is the same as that of the first starting port 21 described above, the description is omitted.
[0044] Note that as the second starting port 22, a protruding member that can move in the front-rear direction is used, but a so-called "electric tulip" having a movable wing piece may also be used. Also, although the second starting port 22 is an entry port through which game balls can enter, it may be configured as a passage area through which game balls can pass.
[0045] In addition, in the present embodiment, when a game ball enters the first start port 21 and the second start port 22, a special symbol winning determination process is performed, and the special symbol, the decorative symbol image, and the fourth symbol image are variably displayed. After the elapse of the variable time, the determination result (the special symbol, the decorative symbol image, and the fourth symbol image) of the special symbol winning determination process is derived (definitely displayed). A series of such processes may be referred to as a "symbol variation game" or simply as a "one-variation game". Also, the execution of the "symbol variation game" may be referred to as "variable display".
[0046] When one game ball enters the first start port 21, a "symbol variation game" based on the entry of one game ball is executed on the first special symbol display 27a and the image display device 26. When one game ball enters the second start port 22, a "symbol variation game" based on the entry of one game ball is executed on the second special symbol display 27b and the image display device 26. Therefore, the "symbol variation game" refers to the general term for the games performed on the first special symbol display 27a and the image display device 26, and the general term for the games performed on the second special symbol display 27b and the image display device 26.
[0047] Also, in the present embodiment, after the variation time in the symbol variation game has elapsed, deriving the determination result (special symbol, decorative symbol image, and fourth symbol image) of the special symbol hit determination process is referred to as "definitive display" (of the special symbol, decorative symbol image, and fourth symbol image). The "definitive display" means that the special symbol, decorative symbol image, and fourth symbol image are in a completely stopped state. On the other hand, in the symbol variation game, before the variation time elapses, temporarily stopping the decorative symbol image is referred to as "temporary stop display" of the decorative symbol image. Examples of the "temporary stop display" include the left and right decorative symbol images when "reach" described later occurs, when a special symbol written as "pseudo" indicating the execution of a pseudo consecutive is derived as described later, and the "fluctuation variation display" before the "definitive display". The "fluctuation variation display" before the "definitive display" refers to, for example, the decorative symbol image "temporarily stops" with, for example, "767", and then either "definitively displays" as "767" as it is, or once "temporarily stops" with a miss display of "767", performs a reversal effect to derive "777" and then "definitively displays" "777". This is the variation display at the branching point of whether to do so.
[0048] A total of "4" normal winning holes 23 are provided, with "3" in the lower left and "1" in the lower right of the game area 7. When a so-called "left hit" is performed, the three normal winning holes 23 in the lower left can receive game balls (game balls cannot enter when a "right hit" is performed), and when a so-called "right hit" is performed, the one normal winning hole 23 in the lower right can receive game balls (game balls cannot enter when a "left hit" is performed). Also, like the first starting hole 21, the normal winning holes 23 are always open upward and always allow game balls to enter. When a game ball enters the normal winning hole 23 and is detected by the normal winning hole detection SW23a, for example, "8" game balls are paid out as prize balls. Note that the arrangement position of the normal winning holes 23 can be arbitrarily changed, and the number can also be less than "4". Also, the number of prize balls can be made different between the three normal winning holes 23 in the lower left and the one normal winning hole 23 in the lower right.
[0049] The large winning opening 24 is provided in the lower right part of the game area 7, and game balls can enter when so-called "right hitting" is performed (they cannot enter during "left hitting"). The large winning opening 24 has an opening / closing door. When a hit is determined in the special symbol hit determination process, a hit game is executed, and the opening / closing door tilts forward to allow game balls to enter. When a game ball enters the large winning opening 24 and is detected by the large winning opening detection SW24a, for example, 12 game balls are paid out as bonus balls.
[0050] In a hit game, the opening / closing door of the large winning opening 24 opens (tilts forward) over the number of rounds (R) shown in FIG. 6. And it opens (tilts forward) for 29.5S (S = seconds) per round. If the entry of 10 game balls is detected by the large winning opening detection SW24a before 29.5S has elapsed, even before 29.5S has elapsed, the opening / closing door closes and the next round proceeds, and this is repeated for the specified number of rounds. On the other hand, if 29.5S elapses (so-called "attacker full open") before the entry of 10 game balls is detected by the large winning opening detection SW24a, the opening / closing door closes and the next round proceeds. In this case, since the game of one round ends without reaching the specified number of 10 balls per round, it is disadvantageous to the player.
[0051] In this embodiment, as the large winning opening 24, an opening / closing door that tilts forward is used, but a so-called "electric tulip" may be used, or a "shutter member" that moves forward and backward in the front-rear direction may be used. Also, the game area 7 may have a plurality of large winning openings.
[0052] The image display device 26 has a display area over substantially the entire area, is provided so as to be located above the stage 17, and can display a symbol variation game or a production image in the display area. That is, based on the fact that a game ball has entered the first start port 21 or the second start port 22 and a special symbol hit determination process has been performed, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are variably displayed (vertically scrolled) in the variable display area. Note that whether a game ball has entered the first start port 21 or the second start port 22, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are commonly variably displayed (vertically scrolled) in the variable display area (although the special symbol displays are different, the decorative symbol images used in the image display device 26 are common).
[0053] Then, a production image is displayed within the variation time, and when the variation time has elapsed, if it is a hit, for example, "7" is stopped on each decorative symbol image, and the combination of the decorative symbols of "777" is fixedly displayed to notify that it is a hit. On the other hand, if it is a miss, for example, the combination of the decorative symbols of "765" is fixedly displayed to notify that it is a miss.
[0054] In addition to each decorative symbol image, a fourth symbol image 26d (the "4"th symbol following the above-mentioned left decorative symbol image 26a, middle decorative symbol image 26b, and right decorative symbol image 26c) can be displayed in the lower right of the display area, and it can be variably displayed and fixedly displayed in synchronization with each decorative symbol image. Further, the image display device 26 includes a first start port hold number image 26e that displays the number of holds of the symbol variation game at the first start port 21 as "0" to "4", a second start port hold number image 26f that displays the number of holds of the symbol variation game at the second start port 22 as "0" to "4", a first start port first hold ball image display area 26g, a first start port second hold ball image display area 26h, a first start port third hold ball image display area 26i, and a first start port fourth hold ball image display area 26j that display the number of holds of the symbol variation game at the first start port 21 as hold ball images (in FIG. 4, simply shown as "g", "h", "i", "j"), and a second start port first hold ball image display area 26k, a second start port second hold ball image display area 26l, a second start port third hold ball image display area 26m, and a second start port fourth hold ball image display area 26n that display the number of holds of the symbol variation game at the second start port 22 as hold ball images (in FIG. 4, simply shown as "k", "l", "m", "n"), and can display them. Also, the variable icon display area 26o (shown simply as "o" in FIG. 4) that displays an icon image corresponding to the currently executed symbol variation game can be displayed.
[0055] The number of holds displayed in the first start port hold number image 26e is synchronized with the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j, and the number of holds displayed in the second start port hold number image 26f is synchronized with the number of holds displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n. For example, when "4" is displayed in the first start port hold number image 26e, "4" hold ball images will be displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j.
[0056] The number of holds displayed as the first start port hold number image 26e and the number of holds displayed as the second start port hold number image 26f may be referred to as "numerical hold" hereinafter. Also, the hold ball images displayed in the first start port first hold ball image display area 26g, the first start port second hold ball image display area 26h, the first start port third hold ball image display area 26i, the first start port fourth hold ball image display area 26j, and the hold ball images displayed in the second start port first hold ball image display area 26k, the second start port second hold ball image display area 26l, the second start port third hold ball image display area 26m, the second start port fourth hold ball image display area 26n may be referred to as "hold icon" hereinafter. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" hereinafter. Also, the variable icon and the hold icon may be collectively referred to simply as "icon".
[0057] Note that although the variable icon display area 26o, the first start port first hold ball image display area 26g, the first start port second hold ball image display area 26h, the first start port third hold ball image display area 26i, the first start port fourth hold ball image display area 26j, the second start port first hold ball image display area 26k, the second start port second hold ball image display area 26l, the second start port third hold ball image display area 26m, the second start port fourth hold ball image display area 26n are displayed on the image display device 26, it is not limited thereto, and they may be displayed on an LED, a lamp, etc., or may be displayed on a display device different from the image display device 26 (for example, a second image display device, so-called "sub liquid crystal").
[0058] The left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c, and the fourth symbol image 26d can display symbol images from "1" to "8", and when the determination result of the special symbol hit determination process is a hit, a combination of symbols of any of "111", "222", "333", "444", "555", "666", "777", "888" can be displayed.
[0059] On the other hand, when the determination result of the special symbol hit determination process is a miss, combinations of symbols other than the above symbol combinations can be displayed. In the case of a miss, in the special symbol variation pattern described later, when a special symbol variation pattern with a "reach" is determined, for example, a symbol combination such as "767" is definitely displayed, and when a special symbol variation pattern without a "reach" is determined, for example, a symbol combination such as "765" is definitely displayed.
[0060] The combination of symbols definitely displayed in the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c is the same as the combination of symbols definitely displayed in the fourth symbol image 26d. For example, when "777" is definitely displayed in the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c, the fourth symbol image 26d also definitely displays "777", and when "767" is definitely displayed in the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c, the fourth symbol image 26d also definitely displays "767".
[0061] "Reach" means a state where the left decorative symbol image 26a and the right decorative symbol image 26c display the same numeric image (temporarily stopped display), and the middle decorative symbol image 26b is in a state of variable display (the symbol images that are temporarily stopped and those that are variably displayed are not limited to this). In this embodiment, when the determination result of the "special symbol hit determination process" is a hit, it is configured to always pass through "reach", so it can be said that it is a state where the player can have expectations for a winning game.
[0062] Note that the fourth symbol image 26d may simply display a single-digit number, or may simply display a two-digit number, or may be configured to display symbols or characters, or may be configured to be able to distinguish a win, a loss, or the type of symbol based on the difference in the emission color, without being the above symbol combination.
[0063] The symbol display device 27 is provided in an area outside the game area 7 (outside the outer rail member 18), which is an area of the game board 6 different from the game area 7. As shown in FIG. 4, the symbol display device 27 includes a first special symbol display 27a that is display-controlled by the main control board 100 and executes a symbol variation game based on a game ball entering the first start port 21, and a second special symbol display 27b that executes a symbol variation game based on a game ball entering the second start port 22. The first special symbol display 27a and the second special symbol display 27b are configured by 7-segment displays. In the symbol variation game, the special symbol is made to blink the "-" (horizontal bar symbol) from the start of variation, and when it comes to the timing of deriving the determination result of the special symbol hit determination process, if it is a miss, the "-" (horizontal bar symbol) is lit (confirmed display), and if it is a hit, for example, "7" is lit (confirmed display). That is, the "special symbol" refers to the symbol that is display-controlled by the main control board 100.
[0064] In the present embodiment, the "special symbol", the above-mentioned left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d may be simply referred to as "symbols" or "identification information". Also, the left decorative symbol image 26a, middle decorative symbol image 26b, and right decorative symbol image 26c managed by the effect control board 200 may be simply referred to as "decorative symbols". Further, the left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d managed by the effect control board 200 may be collectively referred to as "sub-symbols".
[0065] The symbol display device 27 is provided with a first special symbol hold display 27c that is display-controlled by the main control board 100 and displays the number of holds of the symbol variation game based on a game ball entering the first start port 21, and a second special symbol hold display 27d that displays the number of holds of the symbol variation game based on a game ball entering the second start port 22.
[0066] The first special symbol hold indicator 27c and the second special symbol hold indicator 27d are each composed of two dot LED indicators, and can display the number of holds by "extinguishing", "lighting", and "flashing". For example, when the number of holds is "0", both dot LED indicators are "extinguished"; when the number of holds is "1", one is "lit" and the other is "extinguished"; when the number of holds is "2", both are "lit"; when the number of holds is "3", one is "lit" and the other is "flashing"; when the number of holds is "4", both are "flashing".
[0067] The first special symbol hold indicator 27c is basically synchronized with the number of holds displayed as the above-mentioned first start port hold number image 26e and the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j (except when a command error or the like occurs). The second special symbol hold indicator 27d is basically synchronized with the number of holds displayed as the above-mentioned second start port hold number image 26f and the number of holds displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n (except when a command error or the like occurs). For example, when the first special symbol hold indicator 27c is "flashing" (when there are 4 holds), "4" is displayed as the first start port hold number image 26e, and 4 hold ball images are displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. Hereinafter, the first special symbol hold indicator 27c and the second special symbol hold indicator 27d may be referred to as "main hold indicators".
[0068] Note that the first special symbol hold indicator 27c and the second special symbol hold indicator 27d are each composed of two dot LED indicators, but are not limited thereto. For example, a liquid crystal display device controlled for display by the main control board 100 may be provided and used to display on the liquid crystal display device.
[0069] In addition, the symbol display device 27 is provided with a normal symbol display 27e that is display-controlled by the main control board 100 and executes a normal symbol variation game based on the passage of a game ball through the gate member 20. The normal symbol display 27e is composed of two dot LED displays. In the normal symbol variation game, from the start of variation, it repeatedly executes a mode of lighting one and turning off the other, and a mode of turning off one and lighting the other. When it comes to the timing to derive the determination result of the normal symbol winning determination process, if it is a loss, it performs a fixed display of lighting one and turning off the other, and if it is a normal symbol win, it performs a fixed display of turning off one and lighting the other.
[0070] In addition, the symbol display device 27 is provided with a normal symbol hold display 27f that is display-controlled by the main control board 100 and displays the number of holds of the normal symbol variation game based on the passage of a game ball through the gate member 20. Note that the normal symbol hold display 27f is composed of two dot LED displays, similar to the above-described first special symbol hold display 27c and second special symbol hold display 27d, and since the display mode of the number of holds is the same, detailed description is omitted.
[0071] In addition, the symbol display device 27 is provided with a round display 27g that is display-controlled by the main control board 100 and displays the "number of rounds (see FIG. 6)" indicating the number of openings of the big winning opening 24 in the above-described winning game. The round display 27g is composed of "two" dot LED displays, and there are one for 5 rounds and one for 10 rounds respectively. And, for example, when winning with special symbol A, the LED display for 10 rounds lights up and the others turn off, and when winning with special symbol B, the LED display for 5 rounds lights up and the others turn off.
[0072] The game board 6 is provided with a plurality of board lighting devices 29 (for example, full-color LEDs), and in a state where the pachinko gaming machine 1 is powered on, it emits light in a predetermined light emission pattern to enhance the decorativeness of the pachinko gaming machine 1. For example, as shown by reference numeral 29 in FIG. 3, the board lighting device 29 can decorate the entire gaming area 7 of the game board 6. Also, in order to make the display content of the image display device 26 stand out, all of the board lighting devices 29 can be turned off. Also, the predetermined light emission pattern is composed of a plurality of light emission patterns that define the light emission speed, light emission color, LEDs to be lit and LEDs not to be lit, etc.
[0073] On the right side of the image display device 26 (so-called "center accessory"), there are provided a first special symbol sub-reservation display 29a, a second special symbol sub-reservation display 29b, and a right hit display 29c as an aspect of the board lighting device 29. The first special symbol sub-reservation display 29a and the second special symbol sub-reservation display 29b are display-controlled by the effect control board 200, and each is composed of two dot LED displays, and it is possible to display the number of reservations by "turning off", "turning on", and "flashing". For example, when the number of reservations is "0", both dot LED displays are "turned off", when the number of reservations is "1", one is "turned on" and the other is "turned off", when the number of reservations is "2", both are "turned on", when the number of reservations is "3", one is "turned on" and the other is "flashing", and when the number of reservations is "4", both are "flashing".
[0074] The first special symbol sub-hold indicator 29a is synchronized in principle (except when a command error or the like occurs) with the number of holds displayed as the first start port hold count image 26e and the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. The second special symbol sub-hold indicator 29b is synchronized in principle (except when a command error or the like occurs) with the number of holds displayed as the second start port hold count image 26f and the number of holds displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n. For example, when the first special symbol sub-hold indicator 29a both "flashes" (when there are 4 holds), "4" is displayed as the first start port hold count image 26e, and "4" hold ball images are displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. In the following, the first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b may sometimes be referred to as "sub-hold indicators".
[0075] Note that the first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b are each composed of two dot LED indicators, but it is not limited to this. For example, it may be displayed on a display device separate from the image display device 26 (for example, a second image display device, so-called "sub liquid crystal").
[0076] The right hit indicator 29c is display-controlled by the effect control board 200. For example, it lights up based on receiving an opening command in a winning game, or lights up based on receiving a game state designation command (certain change), a game state designation command (time reduction A, B). Thereby, the player can be prompted to perform a right hit. On the other hand, when it is in the normal game state, it is turned off (turned off based on receiving a game state designation command (normal)), and thereby, the player can be prompted to perform a left hit. Although the right hit indicator 29c being turned off prompts the player to perform a left hit, a left hit indicator may be provided and the left hit indicator may be lit to prompt the player to perform a left hit.
[0077] Next, based on FIG. 4, the internal configuration (block diagram of the control system) of the pachinko gaming machine 1 will be described. Note that the description of the components of the game board 6 in FIG. 3 will be omitted as appropriate.
[0078] The pachinko gaming machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. Also, the main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. Further, the payout control board 300 is connected to the performance control board 200 so that only one-way communication is possible. The power supply board 400 receives external power supply via a power plug (not shown) and is connected so that the supplied external power can be supplied to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0079] The main control board 100 is connected via a harness, a relay board, or the like so that inputs from various SWs are possible, and is also connected via a harness, a relay board, or the like so that display control for various displays and drive control for various solenoids are possible. The performance control board 200 is connected via a harness, a relay board, or the like so that inputs from various SWs are possible, and is also connected via a harness, a relay board, or the like so that display control for various displays is possible.
[0080] The main control board 100 is provided with a main CPU 101 that performs control processing related to the progress of the game, a main ROM 102 that stores a control program necessary for the control processing related to the progress of the game, and a main RAM 103 that can be read from and written to and is necessary for the control processing related to the progress of the game. Although not shown in the figure, in addition to these, there are also an interrupt controller circuit that gives an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates a random number within a certain range, and the like. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0081] In the main RAM 103, a storage area (not shown) for managing various types of information is provided. For example, there are a set value storage area for storing set value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a hit state storage area for storing the state in a hit game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol hit state storage area for storing the state in a normal symbol hit game.
[0082] In the main RAM 103, counters (see FIG. 9) for managing various types of information (time and number of times) are provided. For example, a short-time game state B activation game number counter for counting (counting and storing) the number of times a symbol variation game has been performed in the normal game state and the short-time game state A, a short-time game state game number counter for counting (counting and storing) the number of times a symbol variation game has been performed in the short-time game states (A, B), a probability-variable game state game number counter for counting (counting and storing) the number of times a symbol variation game has been performed in the probability-variable game state, a time management counter for managing various times, and a round number counter for managing the number of rounds in a hit game.
[0083] The game count counter for activating the short-time game state B starts counting from the start of the short-time game state A after the winning game ends, and even if the short-time game state A ends and the game shifts to the normal game state, the counter value is carried over. For example, at the start of the short-time game state A after the winning game ends, the counter value is "0", and when the short-time game state A ends and the game shifts to the normal game state, the counter value becomes "100". Then, when the counter value is determined to be "898 (short-time game state 100 + normal game state 798)" in the game state-specific processing described later, the game shifts to the short-time game state B.
[0084] Note that the game count counter for activating the short-time game state B may count only the number of games in the normal game state. That is, when the short-time game state A ends and the game shifts to the normal game state, the counter value is "0", and when the counter value is determined to be "798 (normal game state 798)" in step S105-4-11-12 of the game state-specific processing described later, the said processing may be affirmed.
[0085] The gate detection switch SW20a is provided inside the passage of the gate member 20 of the game board 6 and is a switch for detecting that the game ball has passed through the gate member 20. That is, the gate detection switch SW20a and the main control board 100 are connected via a harness, a relay board, etc., and when the passage of the game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information controls to immediately execute the normal symbol variation game on the normal symbol hold display 27f when no determination information (random number value) is stored in any of the said variation storage areas to the fourth storage area for the normal symbol. For example, when the determination information (random number value) is stored up to the third storage area, it controls to hold the execution of the normal symbol variation game, and when the determination information (random number value) is stored up to the fourth storage area, it controls not to hold the execution of the normal symbol variation game.
[0086] The first start port detection SW21a is provided inside the winning port of the first start port 21 of the game board 6, and is a SW for detecting that a game ball has entered the first start port 21. That is, the first start port detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs processing to cause the payout control board 300 to payout three game balls as bonus balls due to the entry of a game ball into the first start port 21.
[0087] Also, when an input is made from the first start port detection SW21a, the main control board 100 controls to execute a symbol variation game on neither the first special symbol display 27a nor the second special symbol display 27b. If no determination information (random number value) is stored in any of the relevant variation storage areas to the fourth storage area for the special symbol (first start port), it immediately controls to execute a symbol variation game on the first special symbol display 27a. For example, if determination information (random number value) is stored up to the third storage area, it controls to hold off on executing the symbol variation game. If determination information (random number value) is stored up to the fourth storage area, it controls not to hold off on executing the symbol variation game.
[0088] The second start port detection SW22a is provided inside the winning port of the second start port 22, and is a SW for detecting that a game ball has entered the second start port 22. That is, the second start port detection SW22a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs processing to cause the payout control board 300 to payout two game balls as bonus balls due to the entry of a game ball into the second start port 22.
[0089] Also, when an input is received from the second start port detection SW22a, the main control board 100 (main CPU 101) controls to execute a symbol variation game on the second special symbol display 27b immediately if no symbol variation game is being executed on either the first special symbol display 27a or the second special symbol display 27b, and no determination information (random number value) is stored in any of the variable storage areas to the fourth storage area for the special symbol (second start port). For example, if the determination information (random number value) is stored up to the third storage area, the control is to hold off on executing the symbol variation game, and if the determination information (random number value) is stored up to the fourth storage area, the control is to not hold off on executing the symbol variation game.
[0090] The second start port opening / closing solenoid 22b is provided behind the second start port 22 and is a solenoid for causing the protruding member provided at the above-described second start port 22 to perform an opening / closing operation. That is, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc. The main control board 100 (main CPU 101) drives and controls the second start port opening / closing solenoid 22b so as to open and close in the opening / closing mode shown in "Opening and Closing of the Second Start Port" in FIG. 6 when it is determined as a normal symbol win in the normal symbol win determination process.
[0091] The normal winning port detection SW23a is provided inside the winning port of the normal winning port 23 on the game board 6 and is an SW for detecting that a game ball has entered the normal winning port 23. That is, the normal winning port detection SW23a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has received the detected information performs a process for causing the payout control board 300 to payout eight game balls as a bonus ball due to the entry of a game ball into the normal winning port 23.
[0092] The big winning opening detection SW24a is provided inside the winning opening of the big winning opening 24 and is a SW for detecting that a game ball has entered the big winning opening 24. That is, the big winning opening detection SW24a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs processing to cause the payout control board 300 to payout 12 game balls as prize balls due to the entry of a game ball into the big winning opening 24. Also, the main control board 100 (main CPU101) transmits a big winning opening winning command indicating that a game ball has entered the big winning opening 24 to the effect control board 200. Thereby, the effect control board 200 can also recognize the situation of the entry of game balls into the big winning opening 24.
[0093] The big winning opening opening / closing solenoid 24b is provided behind or on the side of the big winning opening 24 and is a solenoid for causing the opening / closing door provided in the above-mentioned big winning opening 24 to perform an opening / closing operation. That is, the big winning opening opening / closing solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU101) drives and controls the big winning opening opening / closing solenoid 24b to open and close the opening / closing door over the number of rounds in FIG. 6 in a winning game.
[0094] The out detection SW25a is provided at the downstream position of the flow path that aggregates the game balls that have entered the first starting opening 21 and have been detected by the first starting opening detection SW21a, the game balls that have entered the second starting opening 22 and have been detected by the second starting opening detection SW22a, the game balls that have entered the normal winning opening 23 and have been detected by the normal winning opening detection SW23a, the game balls that have entered the big winning opening 24 and have been detected by the big winning opening detection SW24a, and the game balls that have entered the out opening 25. That is, it is possible to detect the game balls detected by these detection SWs and the game balls that have entered the out opening 25.
[0095] The out detection SW25a and the main control board 100 are connected via a harness, a relay board, etc. When the entry of a game ball is detected, the detected information is input to the main control board 100. As a result, the main control board 100 can grasp the number of out balls. Note that an out detection SW may be provided at the out port 25, and the game balls detected by the out detection SW may be counted as the number of out balls.
[0096] The first special symbol display 27a is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for executing a symbol variation game based on the entry of a game ball into the first start port 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, etc. The main control board 100 (main CPU 101) performs display control of the symbol variation game on the first special symbol display 27a when the execution conditions for the symbol variation game on the first special symbol display 27a are satisfied. Note that the satisfaction of the execution conditions for the symbol variation game on the first special symbol display 27a corresponds to the case where an affirmative determination is made in the process of step S105-2-4 in the "processing at the start of special symbol variation" (see FIG. 19) described later.
[0097] The second special symbol display 27b is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for executing a symbol variation game based on the entry of a game ball into the second start port 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, etc. The main control board 100 (main CPU 101) performs display control of the symbol variation game on the second special symbol display 27b when the execution conditions for the symbol variation game on the second special symbol display 27b are satisfied. Note that the satisfaction of the execution conditions for the symbol variation game on the second special symbol display 27b corresponds to the case where an affirmative determination is made in the process of step S105-2-1 in the "processing at the start of special symbol variation" (see FIG. 19).
[0098] The first special symbol hold indicator 27c is provided in the symbol display device 27 and is display-controlled by the main control board 100. It is a display for indicating the number of symbol variation games on hold based on the entry of a game ball into the first start port 21. That is, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 inputs information detecting a game ball from the first start port detection SW21a, if the upper limit value (4) of the holds has not been reached, it display-controls the first special symbol hold indicator 27c (from off to on, or from on to flashing). On the other hand, when the symbol variation game based on the entry of a game ball into the currently varying first start port 21 ends, it display-controls the first special symbol hold indicator 27c (from flashing to on, or from on to off).
[0099] The second special symbol hold indicator 27d is provided in the symbol display device 27 and is display-controlled by the main control board 100. It is a display for indicating the number of symbol variation games on hold based on the entry of a game ball into the second start port 22. That is, the second special symbol hold indicator 27d and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 inputs information detecting a game ball from the second start port detection SW22a, if the upper limit value (4) of the holds has not been reached, it display-controls the second special symbol hold indicator 27d (from off to on, or from on to flashing). On the other hand, when the symbol variation game based on the entry of a game ball into the currently varying second start port 22 ends, it display-controls the second special symbol hold indicator 27d (from flashing to on, or from on to off).
[0100] The normal symbol display 27e is provided in the symbol display device 27 and is a display for executing a normal symbol variation game that is display-controlled by the main control board 100. That is, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc. When the execution conditions for the normal symbol variation game in the normal symbol display 27e are satisfied by the main control board 100 (main CPU 101), it display-controls the normal symbol variation game in the normal symbol display 27e.
[0101] The normal symbol hold indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for displaying the number of holds of the normal symbol variation game based on the passage of the game ball through the gate member 20. That is, the normal symbol hold indicator 27f and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 (main CPU 101) inputs the information of detecting the game ball from the gate detection SW 20a, if the upper limit value (4) of the hold has not been reached, it display-controls the normal symbol hold indicator 27f (turns on from off, or blinks from on). On the other hand, when the normal symbol variation game that is currently varying ends, it display-controls the normal symbol hold indicator 27f (stops blinking and turns on, or turns off from on).
[0102] The round indicator 27g is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for displaying the number of openings of the big winning opening 24 in the above-mentioned winning game. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, etc. For example, at the timing when the symbol variation game determined to be a win in the special symbol win determination process ends and the special symbol (e.g., "7") indicating a win is displayed on the first special symbol indicator 27a, it controls the lighting of the LED indicator of the round number corresponding to the determined winning game. And when the winning game is being executed, it continuously controls the lighting of the round indicator 27g, and when the winning game ends, it controls the round indicator 27g to turn off.
[0103] The magnetic sensor 27h is provided at a plurality of locations on the game board 6 and is a sensor for detecting magnetism. That is, the magnetic sensor 27h and the main control board 100 are connected via a harness, a relay board, etc. For example, when abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. Thereby, the main control board 100 can detect abnormal magnetism. When abnormal magnetism is detected, information indicating the detection of abnormal magnetism (an error designation command for magnetic abnormality) is transmitted to the effect control board 200. Thereby, it is possible to execute notification of the detection of abnormal magnetism.
[0104] The radio wave sensor 27i is provided at a plurality of locations on the game board 6 and is a sensor for detecting radio waves. That is, the radio wave sensor 27i and the main control board 100 are connected via a harness, a relay board, etc. For example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. Thereby, the main control board 100 can detect abnormal radio waves. When abnormal radio waves are detected, information indicating the detection of abnormal radio waves (an error designation command for radio wave abnormality) is transmitted to the effect control board 200. Thereby, it is possible to execute notification of the detection of abnormal radio waves.
[0105] The performance control board 200 is provided with a performance control unit 200a. The performance control unit 200a includes a sub-CPU 201 that performs performance control processing, a sub-ROM 202 that stores a control program necessary for the performance control processing, and a sub-RAM 203 that can be read from and written to as required in the performance control processing. Also, an image / sound control unit 200b is provided and connected via a harness or the like so as to enable two-way communication with the performance control unit 200a. The image / sound control unit 200b includes an image / sound CPU 204 that performs image / sound control processing, a sound ROM 205 that stores sound data, a CG ROM 206 that stores image data, and a VRAM 207 that includes a frame buffer for storing image generation data and the like. Further, a light emission drive control unit 200c is provided and connected via a harness or the like so as to enable two-way communication with the performance control unit 200a. The light emission drive control unit 200c includes a light emission drive CPU 208 that performs light emission control processing and drive control processing, a light emission drive ROM 209 that stores a control program necessary for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can be read from and written to as required in the light emission control processing and drive control processing.
[0106] Also, the performance control unit 200a is connected so that operation information from the performance button detection SW14a, operation information from the performance lever detection SW15a, and operation information from the cross key detection SW16a can be input.
[0107] The performance button detection SW14a is provided on the performance button 14 and is a SW for detecting that the performance button 14 has been pressed by the player when the performance button 14 is within the operation valid time. That is, the performance button detection SW14a and the performance control board 200 are connected via a harness, a relay board, or the like, and information indicating that the performance button 14 has been pressed is input to the performance control board 200. Then, the performance control board 200 that has received the information indicating that the performance button 14 has been pressed controls the performance corresponding to the pressing of the performance button 14 via the image display device 26 and the speaker 10. Here, for example, in the symbol variation game, the operation valid time (also referred to as the operation valid period) is set for a predetermined time for the performance button 14, and the performance button detection SW14a detects only the pressing when the operation valid time is set.
[0108] The performance lever detection SW15a is provided on the performance lever 15 and is a SW for detecting that the performance lever 15 has been operated by the player when the performance lever 15 is within the operation valid time. That is, the performance lever detection SW15a and the performance control board 200 are connected via a harness, a relay board, or the like, and information indicating that the performance lever 15 has been operated is input to the performance control board 200. Then, the performance control board 200 that has received the information indicating that the performance lever 15 has been operated controls the performance corresponding to the operation of the performance lever 15 via the image display device 26 and the speaker 10. Here, for example, in the symbol variation game, the operation valid time is set for a predetermined time for the performance lever 15, and the performance lever detection SW15a detects only the operation when the operation valid time is set.
[0109] The cross key detection SW16a is provided on the cross key button 16 and is a SW for detecting that the cross key button 16 has been pressed by the player. That is, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, or the like, and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0110] As described above, by operating the cross key buttons 16, it is possible to adjust the amount of light emitted from the light emitting device 9, the amount of light emitted from the image display device 26, and the volume emitted from the speaker 10. Specifically, when the upward button of the cross key buttons 16 is pressed, the amount of light can be increased (step by step), and when the downward button of the cross key buttons 16 is pressed, the amount of light can be decreased (step by step). When the rightward button of the cross key buttons 16 is pressed, the volume can be increased (step by step), and when the leftward button of the cross key buttons 16 is pressed, the volume can be decreased (step by step).
[0111] Note that the amount of light may be set in three levels of "strong", "medium", and "weak", or may be set in five more finely divided levels. Also, the volume may be set in three levels of "loud", "medium", and "quiet", or may be set in five more finely divided levels. Further, a level gauge image indicating the degree of adjustment of the amount of light or volume may be displayed on the image display device 26, or an adjustment sound corresponding to the level may be emitted from the speaker 10. For example, when the degree of adjustment of the volume is configured in five levels, the adjustment sound corresponding to the minimum volume value level 1 may be "Do♪", the adjustment sound corresponding to the volume value level 2 may be "Re♪", the adjustment sound corresponding to the volume value level 3 may be "Mi♪", the adjustment sound corresponding to the volume value level 4 may be "Fa♪", and the adjustment sound corresponding to the maximum volume value level 5 may be "So♪". Note that the adjustment sound may be output at a volume value corresponding to the volume value level. For example, "Re♪" may be output at a larger volume value than "Do♪".
[0112] Note that the level gauge image may be a display mode according to the light amount or volume level, or may be a fixed display mode regardless of the light amount or volume level. Specifically, the display mode according to the light amount or volume level means that, for example, the size (display area) of the level gauge image indicating the volume level 2 with a volume value larger than the volume level 1 is displayed larger than the size (display area) of the level gauge image indicating the volume level 1. On the other hand, the fixed display mode regardless of the light amount or volume level is assumed to be a display where the size (display area) of the level gauge image does not change whether it is the volume level 1 or the volume level 2.
[0113] Note that the adjustment sound corresponding to the volume value level may emit a sound such as "Pi♪" at any level and may vary the volume value for each stage. Specifically, when it is the volume level 1, it is assumed to emit the sound "Pi♪" at the volume value corresponding to the volume level 1, and when it is the volume level 2, it is assumed to emit the sound "Pi♪" at the volume value (a volume value larger than the volume level 1) corresponding to the volume level 2.
[0114] In this embodiment, the adjustment of the light amount and the adjustment of the volume can be executed when the symbol variation game is not being played, but may also be executable when the symbol variation game is being played. In this case, it is preferable not to display the above-mentioned level gauge image and not to emit the adjustment sound, or to display it in a small size and output the adjustment sound at a small volume for adjustment. By doing so, it is possible to prevent the production image and production sound corresponding to the symbol variation game from being inhibited by the level gauge image and the adjustment sound.
[0115] Also, it may be possible to adjust the light amount and the volume during the execution of the winning game. In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same manner as when the light amount or the volume is adjusted when the symbol variation game is not being played, or the display control of the level gauge image and the output control of the adjustment sound may be performed in the same manner as when the light amount or the volume is adjusted when the symbol variation game is being played.
[0116] In addition, although the display of the level gauge image described above is performed by the image display device 26, when a display device is provided in addition to the image display device 26, it may be displayed on the other display device. By doing so, it is possible to prevent the display content displayed on the image display device 26 from being inhibited by the display of the level gauge image.
[0117] In addition, when the light amount is adjusted, the level gauge image may be displayed, but the output of the adjustment sound may not be performed.
[0118] Also, in the present embodiment, even if the cross key button 16 is operated during the operation effective time of "script preview", "cut-in preview", or "super reach in progress judge" described later, the corresponding effect is not executed. For example, even if the cross key button 16 is operated during the operation effective time of "script preview", "script preview" is not executed. That is, the cross key button 16 is a device used exclusively for volume adjustment, light amount adjustment, menu operation, etc.
[0119] The image / sound control unit 200b is connected to the image display device 26, and the image information generated by the image / sound control unit 200b can be displayed. Also, the speaker 10 is connected to the image / sound control unit 200b, and the sound information generated by the image / sound control unit 200b can be output.
[0120] The speaker 10 can output music (BGM), voice, and sound effects. For example, unless information indicating that the frame opening detection SW3a described later is in the closed state is input, a notification sound indicating that the middle frame 3 is in the open state is output. That is, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, etc., and the above-described sound is output from the speaker 10 under the control of the image / sound control unit 200b.
[0121] In addition, a light-emitting drive control unit 200c is connected to a light-emitting device 9, a start port light-emitting device 21a, and a board illumination device 29, and the light-emitting drive control unit 200c enables light emission control. Further, a board drive device 30 is connected to the light-emitting drive control unit 200c, and the movable body 28 can be driven and controlled via the board drive device 30.
[0122] The movable body 28 is provided on the game board 6 and can perform operations such as "falling", "swinging", and "rotating". By performing these operations, it suggests the possibility of a winning game being awarded.
[0123] In addition, when the movable body 28 receives a power-related subcommand, it performs an initial operation to confirm whether the above-described operations such as "falling", "swinging", and "rotating" are normally performed in front of the display area of the image display device 26. Since the movable body 28 moves in front of the display area of the image display device 26 during the initial operation, the display content displayed in the display area becomes difficult to view for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to view due to the initial operation, other members (for example, the start port light-emitting device 21a, the first special symbol holding display 27c, the second special symbol holding display 27d, the board illumination device 29, etc.) do not become difficult to view due to the initial operation of the movable body 28.
[0124] Although not shown in the figure, in addition to these, there are also an interrupt controller circuit that gives an interrupt signal to the sub-CPU 201, a hardware random number generation circuit that generates a random number within a certain range, and the like.
[0125] The payout control board 300 is provided with a payout CPU 301 that performs payout control processing, a payout ROM 302 that stores a control program necessary for the payout control processing, and a payout RAM 303 that can be read from and written to as necessary in the payout control processing. Further, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper receiving tray 5a.
[0126] Specifically, in the main control board 100, for example, when information detecting a game ball is input from the first start port detection SW21a, a payout command signal is transmitted from the main control board 100 to the payout control board 300 so as to pay out three bonus balls. The received payout control board 300 controls the payout device 304 to pay out three bonus balls onto the upper receiving tray 5a. Then, when the payout of the three bonus balls is completed, a payout completion signal is transmitted from the payout control board 300 to the main control board 100, and the payout of the game ball in response to the input of the information detecting the game ball from the first start port detection SW21a is completed.
[0127] In addition, the payout control board 300 is connected with the launch handle 8 via a harness or the like. When a player touches the handle touch sensor provided on the launch handle 8, information indicating that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input according to the amount of a launch volume (not shown) provided on the launch handle 8.
[0128] In addition, the payout control board 300 is connected with the launch device 305 via a harness or the like, and controls the launch device 305 so that a game ball is launched into the game area 7. Specifically, when the payout control board 300 receives from the launch handle 8 information indicating that the launch handle 8 is being held by the player and the amount of rotation of the launch handle 8, the payout control board 300 controls the launch device 305 with a launch intensity corresponding to the amount of rotation of the launch handle 8 to launch the game ball.
[0129] Although not shown in FIG. 4, the payout control board 300 is connected via a ball lending unit or the like so as to be able to receive an input signal from the ball lending button 12 shown in FIG. 1. When the ball lending button 12 is operated by the player, the payout control board 300 controls the payout device 304 to pay out a number (for example, 125 balls) of game balls corresponding to one operation of the ball lending button 12 onto the upper receiving tray 5a.
[0130] The frame opening detection switch SW3a is provided on the middle frame 3. It can detect the "open" state such as when the glass frame 4 is open, when both the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect the "closed" state when both the glass frame 4 and the middle frame 3 are closed. That is, the frame opening detection switch SW3a and the payout control board 300 are connected via a harness, a relay board, etc. When in the above-mentioned "closed" state, information indicating the closed state is input to the payout control board 300. On the other hand, when in the above-mentioned "open" state, the information indicating the above-mentioned closed state is not input to the payout control board 300. By not being input, the payout control board 300 (payout CPU 301) can detect that it is in the above-mentioned "open" state. Note that the payout control board 300 (payout CPU 301) can transmit the information detected as being in the "closed" state and the information detected as being in the "open" state to the effect control board 200.
[0131] A passage for guiding the game balls that cannot be stored in the upper receiving tray 5a to the lower receiving tray 5b is formed between the upper receiving tray 5a and the lower receiving tray 5b, and a full detection switch SW300a is provided in the passage. When the game balls guided to the lower receiving tray 5b are stored without being discharged (outside the gaming machine), the game balls stay in the passage. When a predetermined amount of game balls stay, the full detection switch SW300a turns ON. Thereby, it can also be detected that the lower receiving tray 5b is full of game balls. Then, when the full detection switch SW300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information indicating that the full detection switch SW300a is ON to the effect control board 200. Thereby, the effect control board 200 can execute a notification prompting to discharge the game balls stored in the lower receiving tray 5b.
[0132] The main control board 100, the effect control board 200, and the payout control board 300 are connected to the power supply board 400 via a harness or the like. As described above, the power supply board 400 receives external power supply via a power plug (not shown), and supplies the supplied external power to any of the main control board 100, the effect control board 200, and the payout control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (AC 100 volts) into DC 24 volts.
[0133] Next, with reference to FIG. 5, the special symbol winning determination table and the normal symbol winning determination table will be described. The special symbol winning determination table in FIG. 5(A) is stored in the main ROM 102. Here, in the present embodiment, six levels of setting values can be set. FIG. 5(A) shows an example of the special symbol winning determination table for setting value 1, and descriptions of other setting values are omitted. For example, when the setting value 1 is set, the main CPU 101 refers to the special symbol winning determination table for setting value 1 shown in (A) and performs the special symbol winning determination process. When the setting value 6 is set, the main CPU 101 refers to the special symbol winning determination table for setting value 6 (not shown) and performs the special symbol winning determination process. Also, the fact that the first start port and the second start port are common means that the special symbol winning determination table to be referred to is the same whether a game ball enters the first start port 21 or the second start port 22. Note that the setting value is not limited to "six" levels and can be arbitrary. For example, it may be "four" levels or "two" levels.
[0134] Alternatively, it may be configured to include only the special symbol winning determination table in FIG. 5(A) without providing a setting value (it may be a non-setting model). Also, although there are setting values, it may be configured to have only the special symbol hit determination table in FIG. 5(A). That is, even if it has only a one-stage setting value and uses the same content as that of the main control board main process shown in FIG. 12 for a gaming machine having a multi-stage setting value, there will be no problem. Also, even when it has only a one-stage setting value, there will be no problem even if the setting value change process shown in FIG. 13 and the setting value confirmation process shown in FIG. 14 are performed. By doing so, the processes and the like can be made common between a gaming machine (a machine equipped with settings) having a multi-stage setting value and a gaming machine (substantially a machine not equipped with settings) having only a one-stage setting value, so the developer's labor can be reduced. Also, when it has only a one-stage setting value, there will be no problem even if the same main control board 100 as that of a gaming machine having a multi-stage setting value is used (the hardware aspect may also be made common). By doing so, the members can also be made common, so the cost can be reduced.
[0135] In the special symbol hit determination table in FIG. 5(A), when the gaming state is the normal gaming state and when it is the time-limited gaming states A and B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 319", and the probability of being determined as a miss is "318 / 319". When the gaming state is the probability-variable gaming state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 32", and the probability of being determined as a miss is "31 / 32". That is, when the gaming state is the probability-variable gaming state, the probability of being determined as a hit fluctuates by about 10 times compared to the normal gaming state and the time-limited gaming states A and B. Therefore, it can be said that the probability-variable gaming state is a gaming state that is more advantageous to the player compared to the normal gaming state and the time-limited gaming states A and B.
[0136] In the special symbol hit determination table for setting value "6" (not shown), when the game state is the normal game state and when it is the time-limited game states A and B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 280", and the probability of being determined as a miss is "279 / 280". When the game state is the probability-variable game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 28", and the probability of being determined as a miss is "27 / 28". By being able to set different hit probabilities for each setting value in this way, it becomes easier for the game parlor side to manage the ball release.
[0137] Also, in the time-limited game states A and B and the probability-variable game state, compared to the normal game state, as shown in FIG. 5(B) and FIG. 6(B), in the normal symbol hit determination process, it is easier to get a normal symbol hit, and since an advantageous opening and closing mode as the opening and closing mode of the protruding member of the second start port 22 when getting a normal symbol hit is selected, the probability-variable game state is the most advantageous game state for the player. Next, the time-limited game states A and B are advantageous game states for the player, and the normal game state is the most disadvantageous game state for the player. As shown in FIG. 7, since the upper limit of the time-limited game state A is 100 times and the upper limit of the time-limited game state B is 1212 times, the time-limited game state B is a more advantageous game state for the player than the time-limited game state A.
[0138] In addition, in the present embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the game area 7 and not on the left side of the game area 7. If a right-handed shot is made in the normal game state and the game ball passes through the gate member 20, as shown in FIG. 5, the probability of hitting the general drawing is "4 / 256". Therefore, the protruding member of the second start port 22 can be opened. However, since the opening time is "0.9S", it is difficult to make the game ball enter the second start port 22, and most of the shot game balls will pass through the out port 25. Therefore, in the normal game state, it is optimal for the player to make a left-handed shot and make the game ball enter the first start port 21. For this reason, when the gate detection SW20a detects a game ball in the normal game state, a left-handed shot notification is given to encourage the player to perform an optimal game.
[0139] In the following, the normal game state, the short-time game states A and B may be collectively referred to as a low-probability state, and the probability-variable game state may be referred to as a high-probability state. Further, the normal game state may be referred to as non-shortening or non-shortening state, and the probability-variable game state and the short-time game states A and B may be collectively referred to as shortening state, or shortening state, or ball entry rate improvement state.
[0140] Next, the normal symbol hit determination table in FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of being determined as a normal symbol hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a normal symbol miss is "252 / 256". When in the time-saving game states A and B and when in the probability-variable game state, the probability of being determined as a normal symbol hit in the normal symbol hit determination process is "251 / 256", and the probability of being determined as a normal symbol miss is "5 / 256". Therefore, compared to the case of the normal game state, in the time-saving game states A and B and in the probability-variable game state, it is easier to be determined as a normal symbol hit in the normal symbol hit determination process, and it can be said that these are game states advantageous to the player. Although no set value is provided in the normal symbol hit determination table (although the set values are common), a set value may be provided in the same way as in the special symbol hit determination table. For example, the set value "6" may be more likely to result in a normal symbol hit in the normal symbol hit determination compared to the set value "1". Also, when in the normal game state, the probability of being determined as a normal symbol hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a normal symbol miss is "252 / 256", but this is not limited to this, and the probability of being determined as a normal symbol miss may be "256 / 256".
[0141] Next, with reference to FIG. 6, the special symbol determination table and the normal symbol determination table will be described. First, the special symbol determination table in FIG. 6(A) is used to determine the special symbol to be definitely displayed on the first special symbol display 27a when the special symbol winning determination process is performed based on the entry of a game ball into the first start port 21, and there are two tables: (1) a table for the first start port 21, which is referred to when determining the special symbol to be definitely displayed on the first special symbol display 27a in the case of a win and the case of a loss as a result of the special symbol winning determination process; and (2) a table for the second start port 22, which is referred to when determining the special symbol to be definitely displayed on the second special symbol display 27b in the case of a win and the case of a loss as a result of the special symbol winning determination process based on the entry of a game ball into the second start port 22. These tables are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the start port into which the game ball has entered and determines the special symbol based on the determination result of the special symbol winning determination process.
[0142] In the special symbol determination table of (1) in FIG. 6(A), as a result of performing the special symbol hit determination process, if it is a hit, the main CPU 101 determines one of the special symbols among "Special Symbol A", "Special Symbol B", and "Special Symbol C". Specifically, when a game ball enters the first start port 21, a random number for special symbol determination is acquired, and one of the special symbols is determined by referring to the acquired random number for special symbol determination. For example, if the acquired random number for special symbol determination is "0 to 9", "Special Symbol A" is determined; if the acquired random number for special symbol determination is "10 to 64", "Special Symbol B" is determined; if the acquired random number for special symbol determination is "65 to 99", "Special Symbol C" is determined. And when the special symbol is determined, uniquely, the "number of rounds" and the "game state after a hit" are determined. When "Special Symbol A" is determined, 10 rounds are assigned as the "number of rounds", and a probability variable game state is assigned as the "game state after a hit". When "Special Symbol B" is determined, 5 rounds are assigned as the "number of rounds", and a probability variable game state is assigned as the "game state after a hit". When "Special Symbol C" is determined, 5 rounds are assigned as the "number of rounds", and a time shortening game state A is assigned as the "game state after a hit". On the other hand, as a result of performing the special symbol hit determination process, if it is a miss, the main CPU 101 determines "Special Symbol D", and since "Special Symbol D" has no defined "number of rounds" or "game state after a hit", a winning game is not awarded.
[0143] In the special symbol determination table of (2) in FIG. 6(A), as a result of the special symbol hit determination process, if it is a hit, the main CPU 101 determines one of the special symbols from "special symbol E" and "special symbol F". Since the specific determination method is the same as that of (1) in FIG. 6(A) described above, the description is omitted. If the obtained random number for special symbol determination is "0 to 64", "special symbol E" is determined, and if the obtained random number for special symbol determination is "65 to 99", "special symbol F" is determined. When "special symbol E" is determined, 10 rounds are assigned as the "number of rounds", and a probability variable gaming state is assigned as the "gaming state after a hit". When "special symbol F" is determined, 10 rounds are assigned as the "number of rounds", and a short time gaming state A is assigned as the "gaming state after a hit". On the other hand, as a result of the special symbol hit determination process, if it is a miss, the main CPU 101 determines "special symbol G".
[0144] In this way, since the rate at which the probability variable gaming state is assigned is "65%" for the first start port 21 and also "65%" for the second start port 22, there is no difference in the entry rate into the probability variable gaming state between the first start port 21 and the second start port 22. On the other hand, for the "number of rounds", since 10 rounds are always assigned to the second start port 22 and 5 rounds are never assigned, it can be said that it is more advantageous for the player that a hit game is assigned based on the ball entry into the second start port 22 than based on the ball entry into the first start port 21 when a hit game is assigned based on the ball entry into the first start port 21. In the present embodiment, no set value is provided in the special symbol determination table, but a set value may be provided. For example, the determination ratio of the special symbol may be made different between the case where the set value is "1" and the case where the set value is "6". In that case, the entry rate into the probability variable gaming state may be common for all set values, but the "number of rounds" may be made to have different ratios for each set value. For example, the more advantageous the set value is "6", the easier it is to assign the number of rounds, or the more advantageous the set value is "1", the easier it is to assign the number of rounds.
[0145] Thus, since it is more advantageous for the player that a winning game is awarded based on the ball entry into the second starting port 22 than based on the ball entry into the first starting port 21, in the short-time game states A and B where the second starting port 22 can be opened for "1.8S × 3 times" and in the probability-variable game state, it is optimal for the player to perform a right hit and make the game ball enter the second starting port 22. For this reason, when the first starting port detection SW21a detects a game ball in the short-time game states A and B and in the probability-variable game state, a right hit notification is given to prompt the player to perform an optimal game.
[0146] Next, the normal symbol determination table in FIG. 6(B) is stored in the main ROM 102, and it is a table referred to when determining the normal symbol to be definitely displayed on the normal symbol display 27e in the case of a normal symbol win and in the case of a normal symbol loss as a result of performing a normal symbol win / loss determination process based on the game ball passing through the gate member 20. When the game state is the normal game state and as a result of performing the normal symbol win / loss determination process, if it is a normal symbol win, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol related process, and if it is a normal symbol loss, it determines "normal symbol B". Also, when the game state is the short-time game states A and B and when the game state is the probability-variable game state, and as a result of performing the normal symbol win / loss determination process, if it is a normal symbol win, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol related process, and if it is a normal symbol loss, it determines "normal symbol D".
[0147] In the normal symbol as well, similar to the special symbol described above, the content to be assigned is uniquely determined. When "Normal Symbol A" is determined, the protruding member of the second start port 22 is opened "1" time at "0.9S", and when "Normal Symbol B" is determined, the protruding member of the second start port 22 is not opened. Also, when "Normal Symbol C" is determined, the protruding member of the second start port 22 is opened "3" times at "1.8S", and when "Normal Symbol D" is determined, the protruding member of the second start port 22 is not opened. Therefore, when it is a per-normal-symbol hit in the time-saving game state A or B or the probability-variable game state, compared to the normal game state, the opening and closing mode of the protruding member of the second start port 22 is more advantageous, so it can be said that it is a game state advantageous to the player.
[0148] Note that although no set value is provided in the normal symbol determination table, a set value may be provided in the same way as the special symbol determination table. For example, for each set value, the probability of being determined as a per-normal-symbol hit in the per-normal-symbol determination process may be made different. In the case of the set value "6", it may be easier to hit than in the case of the set value "1", or vice versa. Also, for each set value, the opening and closing mode of the second start port 22 may be different. For example, in the case of the set value "6", it may open and close in a more advantageous opening and closing mode than in the case of the set value "1", or vice versa.
[0149] Next, FIG. 6(C) shows the round details for each winning special symbol. When the number of rounds is "10" (special symbols A, E, F), the big winning port 24 is opened for "29.5 seconds" per round, and this is repeated 10 times. Also, when the number of rounds is "5" (special symbols B, C), the big winning port 24 is opened for "29.5 seconds" per round, and this is repeated 5 times.
[0150] Next, with reference to FIG. 7, the game state transition (game flow) in the present embodiment will be described. In the present embodiment, as described above, it includes a normal game state, a time-saving game state, and a probability-variable game state. Strictly speaking, the time-saving game state includes a time-saving game state A and a time-saving game state B.
[0151] In the normal gaming state, the state managed by the main control board is a low-probability state, and there is no general power support. General power support means that in the normal symbol hit determination process, it is easier to miss a hit on the normal symbol. When a miss occurs, the opening and closing of the second start port shown in Fig. 6 is "1.8S × 3 times". Also, on the effect control board, as effect modes (also referred to as effect stages), effect modes A to E can be executed.
[0152] In the short-time gaming state A, the state managed by the main control board is a low-probability state, and there is general power support. Also, in the short-time gaming state A, the upper limit number of times is 100 times. That is, one of the end conditions is that 100 symbol variation games have been performed. While 100 symbol variation games are being executed, there is general power support. Also, on the effect control board, as an effect mode, effect mode F can be executed.
[0153] In the short-time gaming state B, the state managed by the main control board is a low-probability state, and there is general power support. Also, in the short-time gaming state B, the upper limit number of times is 1212 times. That is, one of the end conditions is that 1212 symbol variation games have been performed. While 1212 symbol variation games are being executed, there is general power support. Also, on the effect control board, as an effect mode, effect mode G can be executed.
[0154] In the high-probability gaming state, the state managed by the main control board is a high-probability state, and there is general power support. Also, in the high-probability gaming state, the upper limit number of times is 10000 times. That is, one of the end conditions is that 10000 symbol variation games have been performed. While 10000 symbol variation games are being executed, there is general power support. Also, on the effect control board, as an effect mode, effect mode H can be executed.
[0155] In the winning game, the state managed by the main control board is a low-probability state, and there is no general power support.
[0156] In addition, in the short-time game state A, the upper limit number of times is set to 100 times, but it may be less than 100 times or more than 100 times. Also, in the short-time game state B, the upper limit number of times is set to 1212 times, but any number of times may be used as long as it is 3.8 times or less of the denominator (for example, 319) of the winning probability in the special symbol winning determination table.
[0157] In addition to the above-mentioned short-time game states A and B, or instead of the above-mentioned short-time game states A and B, a short-time game state C may be provided. This short-time game state C is a short-time game state that can be shifted in a part of the cases where it is not determined as a win in the special symbol winning determination process in the normal game state. For example, it may be shifted at about 1 / 500. Note that the combination of the short-time game states A, B, and C may be arbitrary. For example, it may include the short-time game states A and B and not include the short-time game state C, or it may include the short-time game states A and C and not include the short-time game state B, or it may include the short-time game states B and C and not include the short-time game state A, or it may include all of the short-time game states A, B, and C.
[0158] Also, in the probability-variable game state, an upper limit number of times is set, but it may not be provided. In addition, in this embodiment, as shown in FIG. 6, it is a so-called probability-variable loop type, but it may be a so-called ST type or a falling lottery type.
[0159] Also, in the case of the ST type, it may have a special symbol (for example, ST100 times) to which the probability-variable game state is assigned, and a special symbol (for example, ST100 times + short-time 100 times) to which the probability-variable game state and the short-time game state are assigned after the end of the probability-variable game state.
[0160] Next, the transition of the game state will be described. a: This is the transition when it is determined as a win in the special symbol winning determination process. b: Transition when any of special symbols A, B, or E is determined. c: Transition when a hit is determined in the special symbol hit determination process. d: Transition when any of special symbols C or F is determined. e: Transition when a hit is determined in the special symbol hit determination process. f: Transition when 100 consecutive symbol variation games are executed without hitting. g: Transition when 898 consecutive symbol variation games are executed without hitting in the short-time game state A and the normal game state. h: Transition when 1212 consecutive symbol variation games are executed without hitting. i: Transition when a hit is determined in the special symbol hit determination process. j: Transition when 10000 consecutive symbol variation games are executed without hitting.
[0161] Note that in g, although it is set to 898 times, any number of times may be used as long as it is 2.5 times or more and 3.0 times or less of the denominator (e.g., 319) of the hit probability in the special symbol hit determination table. Also, the number of times in g is a fixed value that cannot be changed, but it may be possible to set an arbitrary value by the game store staff of the game store. Also, the short-time game state B may not be provided.
[0162] Next, the special symbol variation pattern table will be described with reference to FIG. 8. The special symbol variation pattern table in FIG. 8 is stored in the main ROM 102 and is a table referred to when determining the variation time in the symbol variation game.
[0163] When the main CPU 101 is in the normal gaming state and the result of the special symbol hit determination process is a miss, it determines one of the variable patterns from "Variable Pattern 1" to "Variable Pattern 8". Specifically, when a game ball enters the first start port 21 or the second start port 22, it acquires a random number for determining the variable pattern, and determines one of the variable patterns by referring to the acquired random number for determining the variable pattern. Incidentally, when a game ball enters the first start port 21 or the second start port 22, it acquires a random number for reach determination, and when the random number for reach determination corresponds to a random number for executing a reach, it determines one of the variable patterns from "Variable Pattern 3" to "Variable Pattern 8", and when the random number for reach determination does not correspond to a random number for executing a reach, it may determine "Variable Pattern 1" or "Variable Pattern 2". On the other hand, when the main CPU 101 is in the normal gaming state and the result of the special symbol hit determination process is a hit, it determines one of the variable patterns from "Variable Pattern 9" to "Variable Pattern 15" by referring to the random number for determining the variable pattern.
[0164] Once the variation pattern is determined, the "performance content" and the "variation time" (in seconds S) are uniquely determined. When "variation pattern 1" is determined, "shortening variation" is determined as the "performance content", and "2S" is determined as the "variation time". "Shortening variation" refers to a variation where it does not reach a reach state and the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c are simultaneously stopped. When "variation pattern 2" is determined, "normal variation" is determined as the "performance content", and "7S" is determined as the "variation time". "Normal variation" refers to a variation where it does not reach a reach state and the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c are stopped in sequence. When "variation pattern 3" is determined, "normal reach" is determined as the "performance content", and "15S" is determined as the "variation time". "Normal reach" refers to a reach that performs a reach but does not perform a special development performance (for example, a performance where the middle decorative pattern image 26b is varied after a temporary stop display in case of a miss). Since the selection ratio at the time of a win is low and the selection ratio at the time of a miss is high, it is positioned as a reach with a low expectation of a win.
[0165] When "variation pattern 4" is determined, "super reach 1" is determined as the "performance content", and "40S" is determined as the "variation time". "Super reach 1" refers to a reach that performs a development performance during the execution of a reach (normal reach) and displays a real image on, for example, the image display device 26 at the development destination. Since the selection ratio at the time of a hit is higher than that of the "normal reach" and the selection ratio at the time of a miss is lower than that of the "normal reach", it is positioned as a reach with a higher expectation of a hit than the "normal reach". When "variation pattern 5" is determined, "super reach 2" is determined as the "performance content", and "50S" is determined as the "variation time". "Super reach 2" refers to a reach that performs a development performance during the execution of a reach (normal reach) and displays a real image on, for example, the image display device 26 at the development destination. Since the selection ratio at the time of a hit is higher than that of the "normal reach" and the selection ratio at the time of a miss is lower than that of the "normal reach", it is positioned as a reach with a higher expectation of a hit than the "normal reach". Note that the expectation of a hit of "super reach 1" may be the same, or it may be positioned as a reach with a higher expectation of a hit than "super reach 1".
[0166] When "Variation Pattern 6" is determined, "Pseudo-Consecutive 2 Normal Reaches" is determined as the "Presentation Content", and "30S" is determined as the "Variation Time". Although "Pseudo-Consecutive" will be described in detail later, "Pseudo-Consecutive 2 Normal Reaches" is positioned as a reach with a higher expectation of a win than only "Normal Reaches" and a lower expectation of a win than "Super Reaches 1 and 2". When "Variation Pattern 7" is determined, "Pseudo-Consecutive 3 Super Reach 1" is determined as the "Presentation Content", and "70S" is determined as the "Variation Time". "Pseudo-Consecutive 3 Super Reach 1" is positioned as a reach with a higher expectation of a win than only "Super Reach 1". When "Variation Pattern 8" is determined, "Pseudo-Consecutive 3 Super Reach 2" is determined as the "Presentation Content", and "80S" is determined as the "Variation Time". "Pseudo-Consecutive 3 Super Reach 2" is positioned as a reach with a higher expectation of a win than only "Super Reach 2". "Variation Patterns 9" to "Variation Pattern 14" have only the difference between a loss and a win compared to "Variation Patterns 3" to "Variation Pattern 8", and since the presentation content and variation time are the same, the explanation is omitted.
[0167] When "Variation Pattern 15" is determined, "Full Rotation Reach" is determined as the "Presentation Content", and "120S" is determined as the "Variation Time". "Full Rotation Reach" is a reach where the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are scrolled (variably displayed) at a low speed in the state of being aligned with "111", "222", "333", "444", "555", "666", "777", "888", and finally, for example, are fixedly displayed with "777".
[0168] Note that the selectable variation patterns in the case of a win may be determined by the determined special symbol. For example, Variation Patterns 9 to 14 may be selectable regardless of whether Special Symbol A, Special Symbol B, or Special Symbol C is determined, and Variation Pattern 15 may be made selectable only when Special Symbol A is determined. Also, Variation Patterns 9 to 15 may be made selectable regardless of whether Special Symbol A, Special Symbol B, or Special Symbol C is determined.
[0169] When the game state is the time-saving game states A or B and when it is the probability-variable game state, if the result of the special symbol winning determination process is a loss, the main CPU 101 determines one of the variable patterns from "variable pattern 16" to "variable pattern 21". When "variable pattern 16" is determined, "ultra-shortened variation" is determined as the "production content", and "1S" is determined as the "variation time". When "variable pattern 17" is determined, "shortened variation" is determined as the "production content", and "2S" is determined as the "variation time". Here, when the game state is the time-saving game states A or B and when it is the probability-variable game state, if the result of the special symbol winning determination process is a loss and the number of held balls is 1 to 3, since this "ultra-shortened variation" or "shortened variation" is likely to be selected, the time-saving game states A or B and the probability-variable game state can be efficiently cleared. Note that "variable pattern 16" may be executed only in the time-saving game state B. Thereby, the time-saving game state B with a higher upper limit than the time-saving game state A can be efficiently cleared.
[0170] When "variable pattern 18" is determined, "normal variation" is determined as the "production content", and "7S" is determined as the "variation time". When "variable pattern 19" is determined, "reach agitation" is determined as the "production content", and "10S" is determined as the "variation time". "Reach agitation" is an effect, for example, of agitating whether a reach is formed by temporarily stopping the display of the "7" symbol as the left decorative symbol image 26a and agitating whether to temporarily stop the display of the 7 symbol as the right decorative symbol image 26c. As a result of performing the "reach agitation", for example, if the 8 symbol is temporarily stopped and displayed as the right decorative symbol image 26c, no reach is formed. For example, if the 7 symbol is temporarily stopped and displayed as the right decorative symbol image 26c, a reach is formed and it develops into the "shortened super reach" in "variable pattern 20" to "variable pattern 23" described later.
[0171] When the "variation pattern 20" is determined, "super reach 1 during shortening" is determined as the "performance content", and "30S" is determined as the "variation time". "Super reach 1 during shortening" is a "super reach" dedicated to the time-shortened game state and the sure-win game state, and is different from "super reaches 1 and 2" performed in the normal game state.
[0172] When the "variation pattern 21" is determined, "super reach 2 during shortening" is determined as the "performance content", and "40S" is determined as the "variation time". Note that "super reach 2 during shortening" may have the same winning expectation as "super reach 1 during shortening", or may be positioned as a reach with a higher winning expectation than "super reach 1 during shortening". For "variation pattern 22" and "variation pattern 23", since there are only differences in winning or losing compared to "variation pattern 20" and "variation pattern 21", and the performance content and variation time are the same, the description is omitted. When the "variation pattern 24" is determined, "instant win" is determined as the "performance content", and "20S" is determined as the "variation time". "Instant win" is an effect in which "777" is temporarily stopped and then confirmed without going through a reach. Note that "variation pattern 24" may be executed only in the time-shortened game state B. As a result, the time-shortened game state B with a higher upper limit than the time-shortened game state A can be efficiently cleared.
[0173] The above special symbol variation patterns are not limited to those listed in FIG. 8, and may further include a plurality of special symbol variation patterns. Also, the special symbol variation pattern table referred to by the setting value may be different. For example, an easy-to-select special symbol variation pattern may be provided for each setting value, or a special symbol variation pattern that can only be selected by that setting value may be provided. As a result, the setting value can be inferred (or grasped) from the performance content of the executed special symbol variation pattern, leading to an improvement in the gaming interest.
[0174] Also, although the special symbol variation pattern table to be referred to is the same for the short-time game state A and the short-time game state B, they may be made different. Thereby, it is also possible to give a feeling as if different game states are being executed while in the same short-time game state.
[0175] Next, with reference to FIG. 9, (A) the determination information storage area of the main RAM and (B) the counter of the main RAM will be described. FIG. 9(A) is a schematic diagram showing the determination information storage area (hold storage area) provided in the main RAM 103 and the counter of the main RAM. In the main RAM 103, (A) a hold storage area corresponding to the special symbol and (B) a hold storage area corresponding to the normal symbol are provided. At the first start port 21, determination information (random number value) related to the special symbol can be stored in the "corresponding variation storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area", respectively. Also at the second start port 22, determination information (random number value) related to the special symbol can be stored in the "corresponding variation storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area", respectively. Also in the gate member 20, determination information (random number value) related to the normal symbol can be stored in the "corresponding variation storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area", respectively. Note that since the counter of the main RAM has been described above, the description here is omitted.
[0176] Next, with reference to FIGS. 10 and 11, the commands transmitted from the main control board 100 to the effect control board 200 will be described. Note that FIGS. 10 and 11 extract the main commands, and there are also commands whose descriptions are omitted.
[0177] The "first special symbol storage designation command" indicates the number of held first special symbols. It is set in the main RAM 103 when the number of held first special symbols increases or decreases and is transmitted to the effect control board 200.
[0178] The "Second Special Symbol Memory Designation Command" indicates the number of reserved second special symbols. It is set in the main RAM 103 when the number of reserved second special symbols increases or decreases, and is transmitted to the effect control board 200.
[0179] The "Effect Symbol Designation Command" indicates the type of special symbol to be stopped and displayed. It is set in the main RAM 103 when various special symbols are determined and the variable display of the special symbol starts, and is transmitted to the effect control board 200.
[0180] The "Special Symbol Variation Pattern Designation Command" indicates the variation time of the special symbol on the first special symbol display 27a or the second special symbol display 27b. It is set in the main RAM 103 when the variable display of the special symbol starts on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the effect control board 200.
[0181] The "Special Symbol Determination Command" indicates that the special symbol has stopped being displayed. It is set in the main RAM 103 when the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the effect control board 200.
[0182] The "Normal Symbol Determination Command" indicates that the normal symbol has stopped being displayed. It is set in the main RAM 103 when the normal symbol is stopped and displayed on the normal symbol display 27e, and is transmitted to the effect control board 200.
[0183] The "Command for Updating the Display of the Number of Games" indicates the number of symbol variation games from the above-mentioned predetermined timing. It is set in the main RAM 103 when the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the effect control board 200.
[0184] In this embodiment, when in the normal game state, a game number image is displayed on the image display device 26. For example, when the effect control board 200 receives a power-on designated command, a power recovery designated command, or a winning game ending designated command, it performs processing to display "0" as the game number image. Thereafter, when one symbol variation game is executed and the "game number display update command" is received, it performs processing to update and display the game number image (displayed incrementally by one). Thus, without visually checking the external information display device installed above the pachinko gaming machine 1, by visually checking the game number image displayed on the image display device 26, it is possible to recognize the number of times the symbol variation game has been executed from the above-described predetermined timing.
[0185] The "game count command" indicates the number of times the symbol variation game has been played in the normal game state and the time-saving game state A, and is set in the main RAM 103 and transmitted to the effect control board 200 when a special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b.
[0186] In this embodiment, when in the normal game state and when the number of symbol variation games remaining until the time-saving game state B becomes operative reaches 100, a game count image is displayed on the image display device 26. That is, when the received "game count command" (the value of the counter) indicates "798", the effect control board 200 performs processing to display a game count image (for example, 100 times remaining). Thereafter, each time the "game count command" is received, it performs processing to update and display the game count image (displayed decrementally by one).
[0187] That is, the game count image is not displayed until the number of symbol variation games remaining until the time-saving game state B becomes operative reaches 100, and is displayed when the number of symbol variation games remaining until the time-saving game state B becomes operative reaches 100. Thus, if the game count image is always displayed, there is a risk of getting overly involved in the game more than necessary, but such a situation can be prevented.
[0188] The "Start Port Winning Designation Command" is for notifying the result of the winning determination to the effect control board 200 in advance. When a game ball wins in the first start port 21 or the second start port 22, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0189] The "Winning Game Opening Designation Command" indicates that a winning game starts. When various winning games start, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0190] The "Round Designation Command" indicates the number of rounds of a winning game. When the round game of a winning game starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0191] The "Winning Game Ending Designation Command" indicates that a winning game ends. When various winning games end, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0192] The "Normal Symbol Memory Designation Command" indicates the number of reserved normal symbols. When the value stored in the normal symbol reservation number storage area increases or decreases, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0193] The "Normal Symbol Designation Command" indicates the type of normal symbol stopped and displayed on the normal symbol display 27e. When various normal symbols are determined and the variable display of the normal symbol starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0194] The "Normal Symbol Variation Designation Command" indicates the variation time of the normal symbol on the normal symbol display 27e. When the variable display of the normal symbol starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0195] The "Opening Designation Command for Each Normal Pattern Hit" indicates the start of the game for each normal pattern hit. When the game for each normal pattern hit starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0196] The "Ending Designation Command for Each Normal Pattern Hit" indicates the end of various games for each normal pattern hit. When the game for each normal pattern hit ends, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0197] The "Game State Designation Command" indicates whether it is a time-saving game state, whether it is a high-probability game state, and if it is a time-saving game state, whether it is a time-saving game state A or a time-saving game state B. According to each game state designation command, it is set in the main RAM 103 and transmitted to the effect control board 200 at the start of the variation of the special symbol, at the end of the variation of the special symbol (the start of the winning game), and at the end of the winning game. Each game state designation command will also be described in detail in the flowchart.
[0198] The "Power-On Designation Command" and the "Power Recovery Designation Command" indicate whether the power-on to the pachinko game machine 1 involves the initialization of the main RAM 103. When the power of the pachinko game machine 1 is turned on, the presence or absence of the initialization of the main RAM 103 and the power-on designation command or the power recovery designation command corresponding to the game state are transmitted to the effect control board 200.
[0199] In this embodiment, in either the reception of the "Power-On Designation Command" or the reception of the "Power Recovery Designation Command", processing is performed to display "0" as the game number image. Thereby, for example, it is possible to prevent the number of execution times of the symbol variation game until the opening of the game parlor or the transition to the time-saving game state B from being easily understood.
[0200] When the "Power Restoration Specified Command" is received (when the main RAM 103 has not been initialized), if the game count image is displaying a number of times earlier (a smaller number) than the above-mentioned "898" times, it may shift to the Shortened Game State B. For example, if the number of times the symbol variation game was executed at the time of closing the store the previous day was "100" and the main RAM 103 was not initialized, it may shift to the Shortened Game State B when the game count image is displaying "798" times.
[0201] The "Customer Waiting State Specified Command" indicates that the customer waiting state where the special symbol variation display is not performed has been reached. It is set in the main RAM 103 when the customer waiting state is reached and is transmitted to the effect control board 200.
[0202] The "Error Specified Command" indicates that an error has occurred in the pachinko game machine 1 and the type of the error. It is set in the main RAM 103 when the occurrence of various abnormalities is determined and is transmitted to the effect control board 200.
[0203] The "Error Release Specified Command" indicates that the error that occurred in the pachinko game machine 1 has been resolved. It is set in the main RAM 103 when the resolution of various abnormalities is detected and is transmitted to the effect control board 200.
[0204] The "Setting Value Specified Command" indicates the setting values set in the pachinko game machine 1. After the power of the pachinko game machine 1 is turned on, specifically, after the power-on specified command or the power restoration specified command is transmitted, or during the execution of the setting change process or the setting confirmation process, it is transmitted to the effect control board 200.
[0205] The "Setting Value Change In-Progress Command" indicates that the setting change process is being executed. It is transmitted to the effect control board 200 during the execution of the setting change process (Figure 13). The "Setting Value Confirmation In-Progress Command" indicates that the setting confirmation process is being executed. It is transmitted to the effect control board 200 during the execution of the setting confirmation process (Figure 14). The "Setting Value Confirmation Completion Command" indicates that the setting confirmation process has ended, and is transmitted to the effect control board 200 during the execution of the setting confirmation process (Figure 14).
[0206] Next, the control process performed by the main CPU 101 of the main control board 100 will be described.
[0207] (Regarding the main control board main process) Figure 12 is a flowchart showing the main process performed on the main control board 100. This process is started by the main CPU 101 of the main control board 100 when the pachinko gaming machine 1 is powered on and voltage is supplied from the power supply board 400 to each control board.
[0208] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power-off state (power failure state). As a result, if it is in a power-off state (power failure state), the process of step S1 is repeatedly executed, and if it is not in a power-off state (power failure state), the process proceeds to step S2. When it is in a power-off state (power failure state), this process can be executed using a backup power supply (not shown).
[0209] (Step S2) In step S2, the main CPU 101 prohibits interrupts (the occurrence of the main control board timer interrupt process). As a result, the main CPU 101 executes only this process until interrupts are permitted in step S18 described later. Then, when interrupts are prohibited, the process proceeds to step S3.
[0210] Note that after the process of step S2 is completed, a signal to stop firing (firing stop command) may be output to put the firing permission signal in a prohibited state. This can prevent the firing of game balls during the interruption prohibition. Then, in the first main control board timer interrupt process after interrupts are permitted in step S18 described later, the firing permission signal may be set to an allowed state.
[0211] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power of the pachinko gaming machine 1 is turned ON (the power switch SW400a is ON) with the RAM clear switch 105 pressed. As a result, if the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.
[0212] (Step S4) In step S4, the main CPU 101 determines whether the setting change key is in the setting change position. For example, when it is detected that the setting change key is inserted into the setting change keyhole 31 and the setting change key is rotated 90 degrees, it is determined that the setting change key is in the setting change position, and if the above detection is not made, it is determined that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S5, and if the setting change key is not in the setting change position, the process proceeds to step S7.
[0213] (Step S5) In step S5, the main CPU 101 performs the setting value change process shown in FIG. 13. This process will be described in detail later with reference to FIG. 13. And when the setting value change process is completed, the process proceeds to step S6.
[0214] (Step S6) In step S6, the main CPU 101 sends a power-on command. The power-on command is a command indicating that the power is turned on with the RAM clear switch 105 ON. When the effect control board 200 receives the command, it performs a display such as "Powering on" on the image display device 26 and outputs a voice "Powering on" from the speaker 10 via the image / sound control unit 200b. And when the power-on command is sent, the process proceeds to step S17.
[0215] (Step S7) In step S7, when the RAM clear switch 105 is ON and the power SW 400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. Thereby, for example, when in the short-time game state (A or B) at the closing time of the game parlor, it can be started from the normal game state at the opening time of the game parlor the next day. In this process, each game count counter shown in FIG. 9 is also cleared (the counter value becomes 0). Then, when areas 1 and 2 (excluding the setting value storage area) of the main RAM 103 are initialized, the process proceeds to step S8.
[0216] (Step S8) In step S8, the main CPU 101 sends a power-on command. Then, when the power-on command is sent, the process proceeds to step S17.
[0217] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S10, and if the setting change key is not in the setting change position, the process proceeds to step S11.
[0218] (Step S10) In step S10, the main CPU 101 performs the setting value confirmation process shown in FIG. 14. This process will be described in detail later with reference to FIG. 14. Then, when the setting value confirmation process ends, the process proceeds to step S11.
[0219] (Step S11) In step S11, the main CPU 101 judges whether there is backed up data. For example, when the power supply of the pachinko game machine 1 is turned off, a backup process (not shown) is performed, data is retained, a checksum is stored, and a backup flag is turned ON. If the backup flag is ON, it is judged that there is backed up data, and if the backup flag is not ON, it is judged that there is no backed up data. As a result, if there is backed up data, the process proceeds to step S12, and if there is no backed up data, it is judged that this is the first power-on and the process proceeds to step S17.
[0220] (Step S12) In step S12, main CPU 101 calculates a checksum of an area of main RAM 103. Then, after calculating the checksum of the area of main RAM 103, the process proceeds to step S13.
[0221] (Step S13) In step S13, main CPU 101 judges whether the checksum of the area of main RAM 103 is normal. For example, it judges whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it judges that the checksum is normal, and if they do not match, it judges that the checksum is not normal. If the checksum is normal, the process proceeds to step S15, and if the checksum is not normal, the process proceeds to step S14.
[0222] (Step S14) In step S14, the main CPU 101 performs a game stop process (error setting). Specifically, it transmits an error command to the performance control board 200 to notify an error using the light emitting device 9, the speaker 10, the image display device 26, etc., and performs a process that makes it impossible to release the error unless the setting value change process of Fig. 13 is performed. Then, it remains in that process unless the setting value change process of Fig. 13 is performed.
[0223] (Step S15) In step S15, the main CPU 101 performs a return process. That is, it normally returns to the state before the power failure state. Then, when it normally returns to the state before the power failure state, the process proceeds to step S16.
[0224] (Step S16) In step S16, the main CPU 101 transmits a power recovery command. The power recovery command is a command indicating that the power has been recovered with the RAM clear switch 105 off. When the production control board 200 receives the command, it performs a display such as "Power recovery in progress" on the image display device 26 via the image / sound control unit 200b, and outputs a voice "Power recovery is in progress" from the speaker 10. Then, when the power recovery command is transmitted, the process proceeds to step S17.
[0225] (Step S17) In step S17, the main CPU 101 performs the setting of the CTC. That is, it performs the setting of the CTC (counter timer circuit) having functions such as creating a pulse output of a certain period and time measurement function, and sets the time constant register of the CTC so that the main control board timer interrupt process described later is periodically performed every 4 ms. Then, when the setting of the CTC is performed, the process proceeds to step S18.
[0226] (Step S18) In step S18, the main CPU 101 permits interrupts. Then, when interrupts are permitted, it waits, and thereafter, the main control board timer interrupt process described later is performed every 4 ms.
[0227] (Regarding the setting value change process) FIG. 13 is a flowchart showing the setting value change process performed on the main control board 100 (a subroutine of step S5 of the main control board main process). The state in which the process of FIG. 13 is being performed corresponds to the "setting change state" described above.
[0228] (Step S5-1) In step S5-1, the main CPU 101 initializes the area of the main RAM 103 (excluding the set value storage area). In this process, each game count counter shown in FIG. 9 is also cleared (the counter value becomes 0). Then, when the area of the main RAM 103 (excluding the set value storage area) is initialized, the process proceeds to step S5-2.
[0229] Note that in step S5-1, although each game count counter shown in FIG. 9 is cleared (the counter value becomes 0), each game count counter may not be cleared. This can meet the needs such as wanting to change the set value but not wanting to clear each game count counter.
[0230] (Step S5-2) In step S5-2, the main CPU 101 transmits a command during set value change. The command during set value change is a command indicating that the set value change process is being performed. When the effect control board 200 receives the command, for example, via the image / sound control unit 200b, it causes the image display device 26 to display "Changing settings" and outputs a voice "Settings are being changed" from the speaker 10. Then, when the command during set value change is transmitted, the process proceeds to step S5-3.
[0231] (Step S5-3) In step S5-3, the main CPU 101 reads out the current set value and displays it on the display 104. For example, if the set value stored in the set value storage area of the main RAM 103 is "1", "1" is displayed on the display 104. Then, when the current set value is read out and displayed on the display 104, the process proceeds to step S5-4.
[0232] (Step S5-4) In step S5-4, the main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether the RAM clear switch 105 is ON. If the RAM clear switch 105 is ON, the process proceeds to step S5-5. If the RAM clear switch 105 is not ON, the process proceeds to step S5-7.
[0233] (Step S5-5) In step S5-5, the main CPU 101 performs a process of changing the setting value. For example, when the RAM clear switch 105 turns ON while the setting value is "1", the setting value is changed to "2". When the RAM clear switch 105 turns ON while the setting value is "2", the setting value is changed to "3". When the RAM clear switch 105 turns ON while the setting value is "3", the setting value is changed to "4". When the RAM clear switch 105 turns ON while the setting value is "4", the setting value is changed to "5". When the RAM clear switch 105 turns ON while the setting value is "5", the setting value is changed to "6". When the RAM clear switch 105 turns ON while the setting value is "6", the setting value is changed to "1". After changing the setting value, the process proceeds to step S5-6.
[0234] (Step S5-6) In step S5-6, the main CPU 101 displays the changed set value on the display 104 (for example, the rightmost segment). For example, when the RAM clear switch 105 is turned on while the set value "1" is being displayed, the set value "2" is displayed; when the RAM clear switch 105 is turned on while the set value "2" is being displayed, the set value "3" is displayed; when the RAM clear switch 105 is turned on while the set value "3" is being displayed, the set value "4" is displayed; when the RAM clear switch 105 is turned on while the set value "4" is being displayed, the set value "5" is displayed; when the RAM clear switch 105 is turned on while the set value "5" is being displayed, the set value "6" is displayed; when the RAM clear switch 105 is turned on while the set value "6" is being displayed, the set value "1" is displayed. Then, when the changed set value is displayed on the display 104, the process proceeds to step S5-7.
[0235] (Step S5-7) In step S5-7, the main CPU 101 determines whether a set value confirmation operation has been performed. Specifically, it determines whether the setting change key is in the position rotated counterclockwise by 90 degrees (vertical direction) from the position rotated clockwise by 90 degrees (horizontal direction). If the set value confirmation operation has been performed, the process proceeds to step S5-8; if the set value confirmation operation has not been performed, the process proceeds to step S5-4.
[0236] (Step S5-8) In step S5-8, the main CPU 101 stores the set value in the set value storage area of the main RAM 103. That is, when the setting change key is in the position rotated counterclockwise by 90 degrees (vertical direction) with the desired set value displayed on the display 104, the set value of the pachinko game machine 1 is determined. As a result, subsequent games will be performed based on the stored set value. Then, when the set value is stored in the set value storage area of the main RAM 103, the process proceeds to step S5-9.
[0237] (Step S5-9) In step S5-9, the main CPU 101 turns off the display 104. That is, the set value displayed on the display 104 in step S5-6 is made non-displayed. Then, when the display 104 is turned off, the process proceeds to step S5-10.
[0238] (Step S5-10) In step S5-10, the main CPU 101 transmits a set value specification command. The set value specification command is a command indicating information on the set value. When the effect control board 200 receives the command, it stores the information on the set value in the sub-RAM 203 and refers to the information on the set value stored in the sub-RAM 203 when executing a set value suggestion effect described later. Also, when the effect control board 200 receives the command, it ends the above-mentioned notification such as "Settings are being changed". Then, when the set value specification command is transmitted, the process proceeds to step S6 of the main control board main process.
[0239] Note that the set value change process may also be performed when there is a one-step set value. In step S5-5, for example, the set value may be changed from "1" to "1". In step S5-6, for example, when the RAM clear switch 105 is turned on while the set value "1" is being displayed, the set value "1" may be displayed. Also, in step S5-8, although the set value "1" is already stored, it may be newly updated and stored.
[0240] (Regarding the set value confirmation process) FIG. 14 is a flowchart showing the set value confirmation process performed in the main control board 100 (a subroutine of step S10 of the main control board main process). The state in which the process of FIG. 14 is being performed corresponds to the above-mentioned "setting confirmation state".
[0241] (Step S10-1) In step S10-1, the main CPU 101 transmits a command indicating that the setting value is being confirmed. The command indicating that the setting value is being confirmed is a command indicating that the confirmation process of the setting value is being performed. When the production control board 200 receives the command, it causes, for example, the image display device 26 to display "Setting confirmation in progress" via the image / sound control unit 200b, and causes the speaker 10 to output a voice message "Setting confirmation in progress". Then, after transmitting the command indicating that the setting value is being confirmed, the process proceeds to step S10-2.
[0242] (Step S10-2) In step S10-2, the main CPU 101 reads out the current setting value and displays it on the display 104. For example, if the setting value stored in the setting value storage area of the main RAM 103 is "1", "1" is displayed on the display 104. Then, after reading out the current setting value and displaying it on the display 104, the process proceeds to step S10-3.
[0243] (Step S10-3) In step S10-3, the main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is in the position rotated 90 degrees counterclockwise (vertical direction) from the position rotated 90 degrees clockwise (horizontal direction). If an end operation has been performed, the process proceeds to step S10-4. If an end operation has not been performed, the process loops until an end operation is performed.
[0244] (Step S10-4) In step S10-4, the main CPU 101 turns off the display 104. That is, the setting value displayed on the display 104 in step S10-2 is made non-displayed. Then, after turning off the display 104, the process proceeds to step S10-5.
[0245] (Step S10-5) In step S10-5, the main CPU 101 transmits a set value confirmation end command. The set value confirmation end command is a command indicating that the confirmation process of the set value has ended. When the effect control board 200 receives the command, it ends the above-mentioned notification such as "Confirmation in progress". Then, when the set value confirmation end command is transmitted, the process proceeds to step S11 of the main control board main process.
[0246] Note that the set value confirmation process may also be performed when there is a one-step set value. Also, when there is no set value at all and it is a machine without a set value installed, the processes in FIGS. 13 and 14 may be omitted.
[0247] (Regarding the main control board timer interrupt process) FIG. 15 is a flowchart showing the main control board timer interrupt process performed in the main control board 100. This process is a process that is periodically (for example, every 4 ms) interrupted and executed in the above-mentioned main control board main process.
[0248] (Step S101) In step S101, the main CPU 101 saves the information stored in the register. Then, after saving the information stored in the register, the process proceeds to step S102.
[0249] (Step S102) In step S102, the main CPU 101 performs time management processing to update the timer used in the game (for example, the opening time of the big winning opening 24). Then, after updating the timer used in the game, the process proceeds to step S103.
[0250] (Step S103) In step S103, the main CPU 101 updates the initial value random numbers such as the random number value for winning determination, the random number for determining special symbols, and the random number for determining the variation pattern. Then, when the various random number update processes are completed, the process proceeds to step S104.
[0251] (Step S104) In step S104, the main CPU 101 detects inputs from each of the SWs shown in FIG. 4. This process will be described in detail later with reference to FIG. 16. When the inputs from each SW are detected, the process proceeds to step S105.
[0252] (Step S105) In step S105, the main CPU 101 performs processes related to special symbols. Note that this process will be described in detail later with reference to FIG. 18. When the processes related to special symbols are completed, the process proceeds to step S106.
[0253] (Step S106) In step S106, the main CPU 101 performs processes related to normal symbols. For example, when a game ball passes through the gate member 20, "normal symbol hit determination processing" is performed to determine the normal symbol and the variation time of the normal symbol. When the processes related to normal symbols are completed, the process proceeds to step S107.
[0254] (Step S107) In step S107, the main CPU 101 performs processes related to the payout of game balls. For example, in the input SW detection process of step S104, when the entry of a game ball is detected, in order to transmit a payout command signal to the payout control board 300 to payout the corresponding bonus balls, the payout command signal is set in the command transmission area for payout, and a payout completion signal is received from the payout control board 300. When the processes related to the payout of game balls are completed, the process proceeds to step S108.
[0255] (Step S108) In step S108, the main CPU 101 performs abnormality determination processing. For example, it is determined whether the magnetic sensor 27h is not detecting abnormal magnetism, whether the radio wave sensor 27i is not detecting abnormal radio waves, etc. When an abnormality is detected, processing for error notification is performed. When the abnormality determination processing is completed, the process proceeds to step S109.
[0256] (Step S109) In step S109, the main CPU 101 performs a process of transmitting various commands to the effect control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided on the main control board 100, and if a command is set, the set command is transmitted to the effect control board 200 and the payout control board 300. Then, when the command transmission process ends, the process proceeds to step S110.
[0257] (Step S110) In step S110, when it is a symbol variation game based on a game ball entering the first start port 21, the main CPU 101 performs display control (variable display and determination display) of the special symbol on the first special symbol display 27a. When it is a symbol variation game based on a game ball entering the second start port 22, the main CPU 101 performs display control (variable display and determination display) of the special symbol on the second special symbol display 27b. Also, based on a game ball entering each start port and the symbol variation game at each start port ending, the main CPU 101 also performs display control of the first special symbol hold display 27c and the second special symbol hold display 27d. Then, when the display control of the special symbol ends, the process proceeds to step S111.
[0258] (Step S111) In step S111, the main CPU 101 performs display control (variable display and determination display) of the normal symbol on the normal symbol display 27e. Also, based on a game ball passing through the gate member 20 and the normal symbol variation game ending, the main CPU 101 also performs display control of the normal symbol hold display 27f. Then, when the display control of the normal symbol ends, the process proceeds to step S112.
[0259] (Step S112) In step S112, the main CPU 101 performs game performance information management processing. Specifically, the main CPU 101 calculates game performance information using the above-described calculation formula of "(number of game balls paid out in the normal game state ÷ number of out balls in the normal game state) × 100", and performs processing such as displaying the calculated game performance information on the display 104. Then, when the game performance information management processing is completed, the process proceeds to step S113.
[0260] (Step S113) In step S113, the main CPU 101 restores the information saved in step S101 to the register. Then, when the saved information is restored to the register, the main control board timer interrupt processing ends.
[0261] (Regarding the input SW detection processing) FIG. 16 is a flowchart showing the input SW detection processing performed on the main control board 100 (a subroutine of step S104 in the main control board timer interrupt processing).
[0262] (Step S104-1) In step S104-1, the main CPU 101 performs processing at the time of detecting the first start port. This processing will be described in detail later with reference to FIG. 17. Then, when the processing at the time of detecting the first start port is completed, the process proceeds to step S104-2.
[0263] (Step S104-2) In step S104-2, when the main CPU 101 inputs information detecting the entry of a game ball from the second start port detection SW22a, the main CPU 101 executes processing at the time of detecting the second start port. Note that this processing will be described by replacing it with the second start port 22 in FIG. 17. Then, when the processing at the time of detecting the second start port is completed, the process proceeds to step S104-3.
[0264] (Step S104-3) In step S104-3, when the main CPU 101 inputs information detecting the entry of a game ball from the normal winning port detection SW 23a, in order to cause the payout control board 300 to pay out eight game balls as prize balls, the main CPU 101 performs a process of setting a payout command signal in the command transmission area for payout. Also, in a winning game, when a game ball enters the normal winning port 23, in order to perform entry notification using the speaker 10 and the image display device 26, the main CPU 101 sets a normal winning port entry detection signal in the command transmission area. Then, when the process for detecting the normal winning port ends, the process proceeds to step S104-4.
[0265] (Step S104-4) In step S104-4, when the main CPU 101 inputs information detecting the entry of a game ball from the big winning port detection SW 24a, in order to cause the payout control board 300 to pay out twelve game balls as prize balls, the main CPU 101 performs a process of setting a payout command signal in the command transmission area for payout. Also, in order to notify that a game ball has entered the big winning port 24 using the image display device 26 or the like, the main CPU 101 sets a big winning port entry detection signal in the command transmission area. The notification using the image display device 26 or the like means, for example, when more than ten game balls are detected by the big winning port detection SW 24a per round (also referred to as an over-win), notifying to that effect by display on the image display device 26 or sound from the speaker 10 (for example, the sound of "Pirorin♪"). Then, when the process for detecting the big winning port ends, the process proceeds to step S104-5. Note that the notification of an over-win is not limited to the sound from the speaker 10, and may be by a light emitting device 9, may be by displaying a specific character on the image display device 26, or may be by vibrating the effect button 14 or the effect lever 15 with a vibration device.
[0266] (Step S104-5) In step S104-5, when the main CPU 101 inputs information detecting the entry of a game ball from the gate detection SW 20a, it performs the process at the time of passing gate detection. Then, when the process at the time of passing gate detection ends, the process proceeds to step S105 of the main control board timer interrupt process.
[0267] (Regarding the process at the time of detecting the first start port) FIG. 17 is a flowchart showing the process at the time of detecting the first start port performed on the main control board 100 (a subroutine of step S104-1 of the input SW detection process). Note that since the same process is performed in the process at the time of detecting the second start port, the first start port may be read as the second start port.
[0268] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether it has input information detecting the entry of a game ball from the first start port detection SW 21a. Then, if it has input information detecting the entry of a game ball from the first start port detection SW 21a, the process proceeds to step S104-1-2, and if it has not input information detecting the entry of a game ball from the first start port detection SW 21a, the process proceeds to step S104-2 of the input SW detection process.
[0269] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a bonus ball command in the command transmission area for payout in order to cause the payout control board 300 to pay out three game balls (two game balls in the case of the second start port 22) as bonus balls for the entry of a game ball into the first start port 21. Then, when the bonus ball command is set, the process proceeds to step S104-1-3.
[0270] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. That is, it determines whether the number of holds of the symbol variation game at the first start port 21 is "4". If it is determined that the "fourth storage area" has been stored, the process proceeds to step S104-2 of the input SW detection process. If it is determined that the "fourth storage area" has not been stored, the process proceeds to step S104-1-4.
[0271] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for winning determination. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) described later and the special symbol variation start process (see FIG. 19). After acquiring the random number value for winning determination, the process proceeds to step S104-1-5.
[0272] Note that the acquisition of the random number value for winning determination may be performed before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0273] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for special symbol determination. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) described later and the special symbol variation start process (see FIG. 19). After acquiring the random number value for special symbol determination, the process proceeds to step S104-1-6.
[0274] Note that the acquisition of the random number value for special symbol determination may be performed before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0275] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19) described later. Then, after acquiring the random number value for determining the special symbol variation pattern, the process proceeds to step S104-1-7.
[0276] Note that the acquisition of the random number value for determining the special symbol variation pattern may be performed before step S104-1-3. And when it is determined in step S104-1-3 that the data is stored up to the "fourth storage area", the acquired random number value may be discarded.
[0277] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the winning determination random number value, the special symbol determination random number value, and the random number value for determining the special symbol variation pattern as determination information in an empty storage area. For example, if the data is stored up to the "third storage area" and the "fourth storage area" is empty, each random number value is stored in the "fourth storage area". Then, after storing each random number value in the empty storage area, the process proceeds to step S104-1-8.
[0278] (Step S104-1-8) In step S104-1-8, the main CPU 101 performs a winning determination process. This winning determination process is a process of determining whether the random number value acquired in step S104-1-4 is a winning number prior to the special symbol winning determination process in the special symbol variation start process (see FIG. 19). Thus, for example, if the winning determination random number value stored in the "fourth storage area" in step S104-1-7 is a winning number, a preview effect (the "advance reading effect" described later) can be executed across a plurality of variations. Then, after the winning determination process is completed, the process proceeds to step S104-1-9.
[0279] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning designation command in the command transmission area in order to transmit the first start port winning designation command to the effect control board 200. The first start port winning designation command also includes information on the determination result of the winning determination process in step S104-1-8. By receiving the command, the effect control board 200 can recognize whether the determination result of the winning determination process is a win or a loss. Then, after setting the first start port winning designation command, the process proceeds to step S104-1-10.
[0280] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the special symbol storage designation command in the command transmission area in order to transmit the special symbol storage designation command to the effect control board 200. Then, after setting the special symbol storage designation command, the process proceeds to step S104-2 of the input SW detection process.
[0281] (Regarding the special symbol related process) FIG. 18 is a flowchart showing the special symbol related process performed in the main control board 100 (a subroutine of step S105 of the main control board timer interrupt process).
[0282] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating stoppage is stored in the special symbol state flag storage area of the main RAM 103. For example, when starting the variation of the special symbol, the main CPU 101 sets the value "1" indicating variation in the special symbol state flag storage area (step S105-2-13 in FIG. 19 described later), and when stopping the variation of the special symbol, the main CPU 101 sets the value "0" indicating stoppage in the special symbol state flag storage area (step S105-4-3 in FIG. 20 described later). After setting the value "0" indicating stoppage, if it is a winning case, the value "2" indicating a winning game is set. If the value "0" indicating stoppage is set, the process proceeds to step S105-2, and if the value "0" indicating stoppage is not set, the process proceeds to step S105-3.
[0283] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start processing shown in FIG. 19. This processing will be described in detail later with reference to FIG. 19. After the special symbol variation start processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0284] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating variation is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating variation is set, the process proceeds to step S105-4, and if the value "1" indicating variation is not set, the process proceeds to step S105-5.
[0285] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol variation in-processing shown in FIG. 20. This processing will be described in detail later with reference to FIG. 20. After the special symbol variation in-processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0286] (Step S105-5) In step S105-5, when the main CPU 101 determines that the value "0" indicating being stopped is not set and also determines that the value "1" indicating being in fluctuation is not set, it judges that the value "2" indicating a winning game is set and performs the winning game process shown in FIG. 22. This process will be described in detail later with reference to FIG. 22. Then, when the winning game process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0287] (Regarding the process at the start of special symbol fluctuation) FIG. 19 is a flowchart showing the process at the start of special symbol fluctuation performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related process).
[0288] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a reservation in the reservation storage area of the symbol fluctuation game corresponding to the second start port 22 provided in the main RAM 103. If there is a reservation corresponding to the second start port 22, the process proceeds to step S105-2-2. If there is no reservation corresponding to the second start port 22, the process proceeds to step S105-2-4.
[0289] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reservations of the second start port 22. Regarding the subtraction, after sliding the determination information (random number value) from "the said fluctuation storage area" to "the fourth storage area", it corresponds to emptying the storage area of "1". Along with this, the display of the second special symbol reservation indicator 27d also changes to a display mode according to the number of reservations (from "flashing" to "lighting" or from "lighting" to "extinguishing"). Then, when the number of reservations of the second start port 22 is subtracted by "1", the process proceeds to step S105-2-3.
[0290] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a special symbol storage designation command (second special symbol storage designation command) in the command transmission area in order to subtract the number of pending operations managed by the effect control board 200. Then, when the special symbol storage designation command (second special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0291] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a pending operation in the pending storage area corresponding to the first start port 21 provided in the main RAM 103. If there is a pending operation corresponding to the first start port 21, the process proceeds to step S105-2-5. If there is no pending operation corresponding to the first start port 21, the process proceeds to step S105-2-7.
[0292] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of pending operations of the first start port 21. Regarding the subtraction, after sliding the determination information (random number value) from "the variable storage area" to "the fourth storage area", it corresponds to emptying the storage area of "1". Accordingly, the display of the first special symbol pending indicator 27c also changes to a display mode according to the number of pending operations (from "flashing" to "lighting" or from "lighting" to "extinguishing"). Then, when the number of pending operations of the first start port 21 is subtracted by "1", the process proceeds to step S105-2-6.
[0293] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets a special symbol storage designation command (first special symbol storage designation command) in the command transmission area in order to subtract the number of pending operations managed by the effect control board 200. Then, when the special symbol storage designation command (first special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0294] (Step S105-2-7) In step S105-2-7, when there is no reservation corresponding to the second start port 22 and no reservation corresponding to the first start port 21, the main CPU 101 sets a customer waiting state designation command in the command transmission area in order to display a "Customer Waiting" screen on the image display device 26. Then, when the customer waiting state designation command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0295] The "Customer Waiting" screen is, for example, a sub-symbol that was definitely displayed in the symbol variation game that ended immediately before, a background image that was displayed in the symbol variation game that ended immediately before, and the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of the second start port may also be included) are in a displayed state. For example, an image that notifies that volume adjustment and light quantity adjustment are possible (for example, a level gauge image or an image imitating a cross key button), a button image for starting a menu where various effects can be set, etc. are further added and displayed. Then, when a predetermined time elapses while "waiting for a customer", a "demo effect" is executed. In the "demo effect", the sub-symbol and background image that were displayed while "waiting for a customer", and the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of the second start port may also be included) are not displayed. For example, using the entire display area, the model name, manufacturer name, and caution information that prompts prevention of being drawn into the game are displayed. Then, when a predetermined time elapses in the "demo effect", it becomes "waiting for a customer" again.
[0296] Note that it may be possible not to send the customer waiting state designation command. In this case, in the effect control board 200, when measuring the time from the end of the previous symbol variation game and measuring a predetermined time without receiving a new start command (such as a special symbol variation pattern designation command), the "Customer Waiting" screen may be displayed. By doing so, the customer waiting state designation command becomes unnecessary, so it is possible to reduce commands and simplify control.
[0297] (Step S105-2-8) In step S105-2-8, after the main CPU 101 performs step S105-2-2 and reaches this process, it uses the determination information (random value) acquired and stored in the second start port detection process. On the other hand, after performing step S105-2-5 and reaching this process, it uses the determination information (random value) acquired and stored in the first start port detection process to determine whether the determination information (random value) is a winning determination information (random value). Further, the main CPU 101 determines a special symbol based on the result of the determination. For example, if it is determined that the determination information (random value) acquired and stored in the first start port detection process is a win, one of special symbols A to C is determined. If it is determined that the determination information (random value) acquired and stored in the first start port detection process is a loss, special symbol D is determined. Then, when the special symbol winning determination process ends, the process proceeds to step S105-2-9.
[0298] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the effect symbol designation command in the command transmission area in order to transmit the effect symbol designation command to the effect control board 200. For example, if special symbol D is determined based on the determination result of step S105-2-8, the effect symbol designation command corresponding to special symbol D is set. Then, when the effect symbol designation command is set, the process proceeds to step S105-2-10.
[0299] (Step S105-2-10) In step S105-2-10, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game (using the special symbol variation pattern table shown in FIG. 8). Then, when the variation pattern of the special symbol is determined, the process proceeds to step S105-2-11.
[0300] (Step S105-2-11) In step S105-2-11, in order for the main CPU 101 to transmit a command indicating the special symbol variation pattern determined in step S105-2-10 to the effect control board 200, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area. For example, when "variation pattern 9" is determined in step S105-2-10, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, when the special symbol variation pattern designation command is set, the process proceeds to step S105-2-12.
[0301] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets, in the time management counter of the main RAM 103, a variation time (see FIG. 8) corresponding to the special symbol variation pattern determined in step S105-2-10. For example, when "variation pattern 9" is determined, the variation time "15S" is set. Then, when the variation time is set, the process proceeds to step S105-2-13.
[0302] (Step S105-2-13) In step S105-2-13, the main CPU 101 sets a value "1" indicating variation in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that the special symbol is in variation. Also, in this process, subtraction of the variation time set in step S105-2-12 is started. Then, when the value "1" indicating variation is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0303] In the above description of FIG. 19, if there is determination information of the second start port 22 in step S105-2-1, the special symbol per determination process is executed preferentially to the first start port 21, but the special symbol per determination process may be executed in the order of entry into the first start port 21 and the second start port 22.
[0304] (Regarding the special symbol variation process) FIG. 20 is a flowchart showing the processing during special symbol variation performed on the main control board 100 (subroutine of step S105-4 in the special symbol related processing).
[0305] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variation time has elapsed in the time management counter of the main RAM 103. For example, when "variation pattern 9" is determined and "15S" is set, it is determined whether "15S" has elapsed. If the variation time of the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variation time of the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0306] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol determination command in the command transmission area in order to transmit a special symbol determination command for stopping the sub-symbol being variably displayed on the image display device 26 to the effect control board 200. Then, when the special symbol determination command is set, the process proceeds to step S105-4-3.
[0307] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating being stopped in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that the special symbol is stopped. Then, when the value "0" indicating being stopped is set in the special symbol state flag storage area, the process proceeds to step S105-4-4.
[0308] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the determination result in step S105-2-8 of FIG. 19 is a hit. If it is a hit, the process proceeds to step S105-4-5, and if it is not a hit, the process proceeds to step S105-4-11.
[0309] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" indicating a hit game in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that it is a hit game. Then, when the value "2" indicating a hit game is set in the special symbol state flag storage area, the process proceeds to step S105-4-6.
[0310] (Step S105-4-6) In step S105-4-6, the main CPU 101 clears the game state. For example, if the current game state is the normal game state, it remains the normal game state as it is. If the current game state is the time-saving game state (A, B), it becomes the normal game state. If the current game state is the probability-variable game state, it becomes the normal game state. Thereby, for example, even if a hit occurs in the time-saving game state (A, B), during the hit game, the general power support becomes "none", and it is possible to prevent the player from suffering a loss when game balls only enter the second start port 22 during the hit game and no game balls enter the big winning port 24. Then, when the game state is cleared, the process proceeds to step S105-4-7.
[0311] (Step S105-4-7) In step S105-4-7, the main CPU 101 clears each game count counter. That is, when a hit game occurs, before the start of the hit game, each game count counter is cleared (the counter value becomes 0). Then, when each game count counter is cleared, the process proceeds to step S105-4-8.
[0312] (Step S105-4-8) In step S105-4-8, the main CPU 101 causes a hit opening that notifies the start of a hit game. For example, in the hit state storage area of the main RAM 103, the state in the hit game is stored. If it is a hit opening, "0" is set, if the big winning opening 24 is open, "1" is set, if it is an interval between rounds, "2" is set, and if it is an ending, "3" is set. Then, when causing a transition to the hit opening, the process proceeds to step S105-4-9.
[0313] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a hit opening command in the command transmission area in order to transmit a hit opening command for executing an effect corresponding to the opening of the hit game to the effect control board 200. Then, when the hit opening command is set, the process proceeds to step S105-4-10.
[0314] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets the time corresponding to the opening of the hit game (for example, "10S") in the time management counter of the main RAM 103. Then, when the time corresponding to the hit opening is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0315] (Step S105-4-11) In step S105-4-11, the main CPU 101 performs game state-specific processing shown in FIG. 21. This processing will be described in detail later with reference to FIG. 21. Then, when the game state-specific processing ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0316] (Regarding game state-specific processing) FIG. 21 is a flowchart showing the processing for each gaming state performed on the main control board 100 (subroutine of step S105-4-11 in the special symbol variation process).
[0317] (Step S105-4-11-1) In step S105-4-11-1, the main CPU 101 determines whether the current gaming state is the time-saving gaming state A. Specifically, in the gaming state storage area of the main RAM 103, it is determined whether the "1" indicating the time-saving gaming state A is stored. If the current gaming state is the time-saving gaming state A, the process proceeds to step S105-4-11-2, and if the current gaming state is not the time-saving gaming state A, the process proceeds to step S105-4-11-8.
[0318] (Step S105-4-11-2) In step S105-4-11-2, the main CPU 101 updates (adds) the time-saving gaming state B activation counter provided in the main RAM 103. Specifically, the time-saving gaming state B activation counter is incremented by "1". Since the time-saving gaming state B activation counter does not reach "898" in the time-saving gaming state A, after finishing this process, the process proceeds to step S105-4-11-3 to update (subtract) the time-saving gaming state game count counter. This update can be performed in either the symbol variation game based on the entry of a game ball into the first start port 21 or the symbol variation game based on the entry of a game ball into the second start port 22.
[0319] (Step S105-4-11-3) In step S105-4-11-3, the main CPU 101 updates (subtracts) the time-saving gaming state game count counter provided in the main RAM 103. Specifically, the time-saving gaming state game count counter is decremented by "1". Then, after updating (subtracting) the time-saving gaming state game count counter, the process proceeds to step S105-4-11-4.
[0320] (Step S105-4-11-4) In step S105-4-11-4, the main CPU 101 sets a game count counter command. Then, after setting the game count counter command, the process proceeds to step S105-4-11-5.
[0321] (Step S105-4-11-5) In step S105-4-11-5, the main CPU 101 determines whether the counter value after updating (subtracting) the time-saving game state game count in step S105-4-11-3 is 0. If the counter value after subtraction is 0, the process proceeds to step S105-4-11-6; if the counter value after subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0322] (Step S105-4-11-6) In step S105-4-11-6, the main CPU 101 sets the game state to the normal game state. Specifically, in the game state storage area of the main RAM 103, "0" indicating the normal game state is stored. Then, after setting the game state to the normal game state, the process proceeds to step S105-4-11-7.
[0323] (Step S105-4-11-7) In step S105-4-11-7, the main CPU 101 sets the game state designation command (normal) indicating the normal game state in the command transmission area in order to transmit the game state designation command (normal) to the effect control board 200. Then, after setting the game state designation command (normal) indicating the normal game state, the process proceeds to step S106 of the main control board timer interrupt process.
[0324] (Step S105-4-11-8) In step S105-4-11-8, the main CPU 101 determines whether the current game state is the normal game state. Specifically, in the game state storage area of the main RAM 103, it is determined whether "0" indicating the normal game state is stored. If the current game state is the normal game state, the process proceeds to step S105-4-11-9. If the current game state is not the normal game state, the process proceeds to step S105-4-11-17.
[0325] (Step S105-4-11-9) In step S105-4-11-9, the main CPU 101 updates (adds) the time-saving game state B activation counter provided in the main RAM 103. Specifically, the time-saving game state B activation counter is incremented by "1". After updating (adding) the time-saving game state B activation counter, the process proceeds to step S105-4-11-10. This update can be performed in either the symbol variation game based on the entry of a game ball into the first start port 21 or the symbol variation game based on the entry of a game ball into the second start port 22.
[0326] (Step S105-4-11-10) In step S105-4-11-10, the main CPU 101 sets the game count counter command. After setting the game count counter command, the process proceeds to step S105-4-11-11.
[0327] (Step S105-4-11-11) In step S105-4-11-11, the main CPU 101 sets the game count display update command. After setting the game count display update command, the process proceeds to step S105-4-11-12.
[0328] (Step S105-4-11-12) In step S105-4-11-12, the main CPU 101 determines whether the updated counter value is "898" as a result of updating (incrementing) the time-saving game state B activation counter in step S105-4-11-9. If the updated counter value is "898", the process proceeds to step S105-4-11-13. If the updated counter value is not "898", the process proceeds to step S106 of the main control board timer interrupt process.
[0329] (Step S105-4-11-13) In step S105-4-11-13, the main CPU 101 sets the game state to the time-saving game state B. Specifically, in the game state storage area of the main RAM 103, "3" indicating the time-saving game state is stored. When the game state is set to the time-saving game state B, the process proceeds to step S105-4-11-14.
[0330] That is, in the present embodiment, in the normal game state, when the number of games for activating the time-saving game state B reaches "898", the game state shifts from the normal game state to the time-saving game state B. The number-of-games counter for activating the time-saving game state B is cleared, for example, in step S105-4-7 of FIG. 20. Therefore, in the time-saving game state A and the normal game state, when the symbol variation game is continuously performed "898" times without hitting a winning game (an unfavorable situation for the player), the game state shifts to the time-saving game state B for relief. As a result, "898" times becomes a standard, and it is possible to reduce the number of players who continue playing without limit.
[0331] Also, when providing multiple levels of setting values, the value of the game count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may be common for all setting values. For example, even when the setting value is 1 or when the setting value is 6, the value of the game count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may be set to "898". This can prevent players from continuing to play blindly without knowing which setting value is set, and can clarify a standard such as "898 times" regardless of which setting value is set.
[0332] On the other hand, when providing multiple levels of setting values, the value of the game count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may vary for each setting value. For example, it may be set to "898" when the setting value is 1 and to "750" when the setting value is 6. This allows the setting value to be grasped from the number of games in which the time-saving game state B has been entered, and by attracting attention to the number of games at which the time-saving game state B is entered, it can lead to an improvement in the gaming interest.
[0333] (Step S105-4-11-14) In step S105-4-11-14, the main CPU 101 sets "1212" in the time-saving game state game count counter provided in the main RAM 103. That is, in the time-saving game state A and the normal game state, when the symbol variation game is continuously performed "898" times without hitting a winning game (a situation disadvantageous to the player), a relief time-saving game state B of "1212" times will be granted. Then, when "1212" is set in the time-saving game state game count counter, the process proceeds to step S105-4-11-15.
[0334] (Step S105-4-11-15) In step S105-4-11-15, in order to transmit a game state designation command (short-time B) indicating that it is in the short-time game state B to the effect control board 200, the main CPU 101 sets the game state designation command (short-time B) in the command transmission area. Then, when the game state designation command (short-time B) indicating that it is in the short-time game state B is set, the process proceeds to step S105-4-11-16.
[0335] (Step S105-4-11-16) In step S105-4-11-16, the main CPU 101 clears (sets the counter value to 0) the game count counter for activating the short-time game state B in the main RAM 103. Then, when the game count counter for activating the short-time game state B is cleared (set the counter value to 0), the process proceeds to step S106 of the main control board timer interrupt process.
[0336] (Step S105-4-11-17) In step S105-4-11-17, the main CPU 101 determines whether the current game state is the short-time game state B. Specifically, in the game state storage area of the main RAM 103, it is determined whether "3" indicating that it is in the short-time game state B is stored. If the current game state is the short-time game state B, the process proceeds to step S105-4-11-18, and if the current game state is not the short-time game state B, the process proceeds to step S105-4-11-23.
[0337] (Step S105-4-11-18) In step S105-4-11-18, the main CPU 101 updates (subtracts) the game count counter for the short-time game state provided in the main RAM 103. Specifically, the game count counter for the short-time game state is set to "-1". Then, when the game count counter for the short-time game state is updated (subtracted), the process proceeds to step S105-4-11-19.
[0338] (Step S105-4-11-19) In step S105-4-11-19, the main CPU 101 sets a game count counter command. Then, when the game count counter command is set, the process proceeds to step S105-4-11-20.
[0339] (Step S105-4-11-20) In step S105-4-11-20, the main CPU 101 determines whether the counter value after the update (subtraction) of the time-saving game state game count in step S105-4-11-18 is 0. If the counter value after subtraction is 0, the process proceeds to step S105-4-11-21. If the counter value after subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0340] (Step S105-4-11-21) In step S105-4-11-21, the main CPU 101 sets the game state to the normal game state. Specifically, in the game state storage area of the main RAM 103, "0" indicating the normal game state is stored. Then, when the game state is set to the normal game state, the process proceeds to step S105-4-11-22.
[0341] (Step S105-4-11-22) In step S105-4-11-22, the main CPU 101 sets the game state designation command (normal) indicating the normal game state in the command transmission area in order to transmit the game state designation command (normal) to the effect control board 200. Then, when the game state designation command (normal) indicating the normal game state is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0342] (Step S105-4-11-23) In step S105-4-11-23, the main CPU 101 updates (increments) the probability-variable game state play count counter provided in the main RAM 103. Specifically, the probability-variable game state play count counter is incremented by "1". Then, when the probability-variable game state play count counter is updated (incremented), the process proceeds to step S105-4-11-24. When the probability-variable game state play count counter is updated (incremented) and reaches 10,000, the same processing as in steps S105-4-11-6 and S105-4-11-7 is performed, but is omitted in this flowchart.
[0343] (Step S105-4-11-24) In step S105-4-11-24, the main CPU 101 sets a play count counter command. Then, when the play count counter command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0344] (Regarding the winning game process) FIG. 22 is a flowchart showing the winning game process performed in the main control board 100 (a subroutine of step S105-5 of the special symbol related process).
[0345] (Step S105-5-1) In step S105-5-1, the main CPU 101 determines whether it is during the winning opening. That is, in the winning state storage area of the main RAM 103, it is determined whether "0" indicating the winning opening is set. When the big winning opening is opened in step S105-5-3 described later, the value of the winning state storage area changes from "0" to "1". If it is during the winning opening, the process proceeds to step S105-5-2, and if it is not during the winning opening, the process proceeds to step S105-5-4.
[0346] (Step S105-5-2) In step S105-5-2, the main CPU 101 determines whether the time corresponding to the winning opening (for example, "10S") has elapsed. If the time corresponding to the winning opening has elapsed, the process proceeds to step S105-5-3. If the time corresponding to the winning opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0347] (Step S105-5-3) In step S105-5-3, the main CPU 101 drives the big winning opening solenoid 24b to open the big winning opening 24. Also, in the time management counter of the main RAM 103, 29.5S of the opening time is set. As a result, the first round of the winning game starts. In this process, the value in the winning state storage area is changed from "0" to "1". Then, when the big winning opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0348] (Step S105-5-4) In step S105-5-4, the main CPU 101 determines whether the big winning opening is open. It determines whether "1" indicating that the big winning opening is open is set in the winning state storage area of the main RAM 103. If the big winning opening is open, the process proceeds to step S105-5-5. If the big winning opening is not open, the process proceeds to step S105-5-7.
[0349] (Step S105-5-5) In step S105-5-5, the main CPU 101 determines whether either of the big winning opening closing conditions is satisfied: whether 29.5S has elapsed with the big winning opening 24 remaining open without 10 balls being detected as entering by the big winning opening detection SW24a, or whether 10 balls have been detected as entering by the big winning opening detection SW24a. If the big winning opening closing condition is satisfied, the process proceeds to step S105-5-6. If the big winning opening closing condition is not satisfied, the process proceeds to step S106 of the main control board timer interrupt process.
[0350] (Step S105-5-6) In step S105-5-6, the main CPU 101 causes a transition to an inter-round interval that constitutes the period from when the big winning opening 24 closes until it next opens. In this process, the value in the winning state storage area is changed from "1" to "2". Then, when causing the transition to the inter-round interval, the process proceeds to step S106 of the main control board timer interrupt process.
[0351] (Step S105-5-7) In step S105-5-7, the main CPU 101 determines whether it is during the inter-round interval. That is, it determines whether "2", which indicates the inter-round interval, is set in the winning state storage area of the main RAM 103. If it is during the inter-round interval, the process proceeds to step S105-5-8, and if it is not during the inter-round interval, the process proceeds to step S105-5-13.
[0352] (Step S105-5-8) In step S105-5-8, the main CPU 101 determines whether it is at the end of the final round. For example, in step S105-5-11 described later, if as a result of updating (incrementing or decrementing) the number of rounds, the remaining number of rounds is "0", then in this process, it is determined that it is at the end of the final round. If it is at the end of the final round, the process proceeds to step S105-5-9, and if it is not at the end of the final round, the process proceeds to step S105-5-11.
[0353] (Step S105-5-9) In step S105-5-9, the main CPU 101 causes a transition to an ending that notifies the end of a winning game. In this process, the value in the winning state storage area is changed from "2" to "3". Also, a time corresponding to the ending of the winning game (for example, 10S) is set in the time management counter of the main RAM 103. Then, when causing the transition to the ending, the process proceeds to step S105-5-10.
[0354] (Step S105-5-10) In step S105-5-10, the main CPU 101 sets an ending command in the command transmission area in order to transmit an ending command for executing an effect corresponding to the ending of the winning game to the effect control board 200. Then, when the ending command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0355] (Step S105-5-11) In step S105-5-11, the main CPU 101 updates the value of the round number counter in the main RAM 103. The update method may be increment or decrement. For example, when 5 rounds of winning are given, "5" may be set in the round number counter of the main RAM 103 and decremented by 1 every time 1 round is consumed, or without setting "5" in the round number counter of the main RAM 103, it may be incremented by 1 every time 1 round is consumed. Then, when the round number is updated, the process proceeds to step S105-5-12.
[0356] (Step S105-5-12) In step S105-5-12, the main CPU 101 drives the big winning opening / closing solenoid 24b to open the big winning opening 24. Also, in the time management counter of the main RAM 103, 29.5S of the opening time is set. As a result, the second and subsequent rounds of the winning game will start. In this process, the value in the winning state storage area is changed from "0" to "1". Then, when the big winning opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0357] (Step S105-5-13) In step S105-5-13, the main CPU 101 determines whether the time corresponding to the ending set in step S105-5-9 (for example, 10S) has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-5-14. If the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0358] (Step S105-5-14) In step S105-5-14, the main CPU 101 determines whether the special symbol is any one of "special symbol A", "special symbol B", and "special symbol E". That is, it determines whether the special symbol determined based on the win is any one of "special symbol A", "special symbol B", and "special symbol E". If the special symbol is any one of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-15. If the special symbol is not any of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-18.
[0359] (Step S105-5-15) In step S105-5-15, the main CPU 101 sets the game state to the probability-variable game state. Therefore, in this process, "2" is set in the game state storage area of the main RAM 103. When "2" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-16.
[0360] (Step S105-5-16) In step S105-5-16, the main CPU 101 sets a game state designation command (probability-variable) indicating that it is in the probability-variable game state in the command transmission area in order to transmit the game state designation command (probability-variable) to the effect control board 200. When the game state designation command indicating the probability-variable game state is set, the process proceeds to step S105-5-17.
[0361] (Step S105-5-17) In step S105-5-17, the main CPU 101 sets the value "0" indicating being stopped in the special symbol state flag storage area of the main RAM 103. When the value "0" indicating being stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0362] (Step S105-5-18) In step S105-5-18, the main CPU 101 sets the game state to the time-saving game state A. Therefore, in this process, "1" is set in the game state storage area of the main RAM 103. When "1" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-19.
[0363] (Step S105-5-19) In step S105-5-19, the main CPU 101 sets "100" in the short-time game state play count counter provided in the main RAM 103. As a result, the short-time game state A will start "100" times from the next variation. Then, when "100" is set in the short-time game state play count counter provided in the main RAM 103, the process proceeds to step S105-5-20.
[0364] (Step S105-5-20) In step S105-5-20, the main CPU 101 sets it in the command transmission area in order to transmit a game state designation command (short-time A) indicating that it is the short-time game state A to the effect control board 200. Then, when the game state designation command (short-time A) indicating that it is the short-time game state A is set, the process proceeds to step S105-5-21.
[0365] (Step S105-5-21) In step S105-5-21, the main CPU 101 sets the value "0" indicating being stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating being stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0366] Next, the control process performed by the sub-CPU 201 of the effect control board 200 will be described.
[0367] (Regarding the control process performed by the sub-CPU 201) The control program shown in the flowcharts of FIGS. 23 to 26 is stored in the sub-ROM 202, and the sub-CPU 201 reads the control program from the sub-ROM 202 and performs control processing according to the read control program. First, the effect control board main process of FIG. 23 will be described.
[0368] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko gaming machine 1 is in a power-off state (power failure state). As a result, if it is in a power-off state (power failure state), the process of step S200 is repeatedly executed. If it is not in a power-off state (power failure state), the process proceeds to step S201. If it is in a power-off state (power failure state), this process can be executed using a backup power source (not shown).
[0369] (Step S201) In step S201, the sub-CPU 201 performs an initial setting process of initializing the values of registers provided inside. Then, when the initial setting process ends, the process proceeds to step S202.
[0370] (Step S202) In step S202, the sub-CPU 201 sets the CTC. That is, the sub-CPU 201 sets the CTC (counter timer circuit) having functions such as creating a pulse output with a fixed period and time measurement function, and sets the time constant register of the CTC so that the production control board timer interrupt process described later is periodically performed every 4 ms. Then, when the CTC is set, the process proceeds to step S203.
[0371] (Step S203) In step S203, the sub-CPU 201 prohibits the interruption of the production control board timer interrupt process that is periodically interrupted and executed in the production control board main process. Then, when the interruption is prohibited, the process proceeds to step S204.
[0372] (Step S204) In step S204, the sub-CPU 201 updates the production random number. Then, when the update process of the production random number ends, the process proceeds to step S205.
[0373] (Step S205) In step S205, the sub-CPU 201 permits the interruption of the effect control board timer interruption process that is periodically interrupted and executed in the effect control board main process. Then, when the interruption is permitted, the process returns to step S203 again, and thereafter, steps S203 to S205 are looped.
[0374] (Regarding the effect control board timer interruption process) FIG. 24 is a flowchart showing the effect control board timer interruption process performed in the effect control board 200. This process is a process that is periodically (for example, every 4 ms) interrupted and executed in the above-described effect control board main process.
[0375] (Step S300) In step S300, the sub-CPU 201 saves the contents of the register in the stack area. Then, after saving the contents of the register in the stack area, the process proceeds to step S301.
[0376] (Step S301) In step S301, the sub-CPU 201 performs a process of updating the timer managed by the effect control board 200. Then, after updating the timer, the process proceeds to step S302.
[0377] (Step S302) In step S302, the sub-CPU 201 performs an input process of the operation device. For example, it performs a process corresponding to the inputs of the effect button detection SW14a, the effect lever detection SW15a, and the cross key detection SW16a. Then, after the input process of the operation device is completed, the process proceeds to step S303.
[0378] (Step S303) In step S303, the sub-CPU 201 performs the main command reception process shown in FIGS. 25 and 26. This process will be described in detail later with reference to FIGS. 25 and 26. Then, after the main command reception process is completed, the process proceeds to step S304.
[0379] (Step S304) In step S304, the sub-CPU 201 performs a process of transmitting a sub-command. The sub-command is a command set in the main command reception process of FIGS. 25 and 26 described later. In this process, the sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, in the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command, respective effects of display, sound, light emission, and drive corresponding to the sub-command are controlled. Then, when the sub-command is transmitted, the process proceeds to step S305.
[0380] (Step S305) In step S305, the sub-CPU 201 restores the content saved in the stack area in step S300 to the register. Then, when the content saved in the stack area is restored to the register, the effect control board timer interrupt process ends.
[0381] (Regarding the main command reception process) FIG. 25 is a flowchart showing the main command reception process 1 / 2 performed in the effect control board 200 (a subroutine of step S303 in the effect control board timer interrupt process).
[0382] (Step S303-1) In step S303-1, the sub-CPU 201 determines whether it has received a power-related information command. The power-related information command includes the above-mentioned power-on designated command and power recovery designated command. If the power-related information command is received, the process proceeds to step S303-2. If the power-related information command has not been received, the process proceeds to step S303-4.
[0383] (Step S303-2) In step S303-2, the sub-CPU 201 performs processing when receiving a power-related information command. For example, if a power-on specified command is received, processing related to power-on is performed, and if a power recovery specified command is received, processing related to power recovery is performed. Then, after finishing the processing, the process proceeds to step S303-3.
[0384] (Step S303-3) In step S303-3, the sub-CPU 201 sets a power-related sub-command in the sub-command transmission area in order to transmit the power-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing the processing, the process proceeds to step S304 of the effect control board timer interrupt processing.
[0385] (Step S303-4) In step S303-4, the sub-CPU 201 determines whether an error-related information command has been received. Examples of the error-related information command include the above-described magnetic abnormality error specified command, radio wave abnormality error specified command, etc. If an error-related information command has been received, the process proceeds to step S303-5, and if an error-related information command has not been received, the process proceeds to step S303-7.
[0386] (Step S303-5) In step S303-5, the sub-CPU 201 performs processing when receiving an error-related information command. For example, if a magnetic abnormality error specified command is received, processing for notifying a magnetic abnormality error is performed, and if a radio wave abnormality error specified command is received, processing for notifying a radio wave abnormality error is performed. Then, after finishing the processing, the process proceeds to step S303-6.
[0387] (Step S303-6) In step S303-6, the sub-CPU 201 sets an error-related sub-command in the sub-command transmission area in order to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing the process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0388] (Step S303-7) In step S303-7, the sub-CPU 201 determines whether it has received a start port-related information command. The start port-related information command includes the above-described first start port winning designation command, second start port winning designation command, and special symbol storage designation command. If the start port-related information command has been received, the process proceeds to step S303-8, and if the start port-related information command has not been received, the process proceeds to step S303-11.
[0389] (Step S303-8) In step S303-8, the sub-CPU 201 performs icon change effect determination processing. Specifically, when the first start port winning designation command or the second start port winning designation command is received, the sub-CPU 201 refers to the information on the determination result of the winning determination process included in the command and determines the display mode (the color of the variable icon and the hold icon described in the "hold pre-reading effect" described later) of the variable icon and the hold icon. Then, after finishing the process, the process proceeds to step S303-9.
[0390] (Step S303-9) In step S303-9, the sub-CPU 201 performs start port light-emitting device change effect determination processing. The emission color of the start port light-emitting device is linked to the color of the hold icon determined in step S303-8. For example, when a ball enters the start port, if it is determined in step S303-8 that the color of the hold icon is blue, the start port light-emitting device 21a also emits light in blue. Then, after finishing the process, the process proceeds to step S303-10.
[0391] (Step S303-10) In step S303-10, the sub-CPU 201 sets the start port-related sub-command in the sub-command transmission area in order to transmit the start port-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0392] (Step S303-11) In step S303-11, the sub-CPU 201 determines whether it has received a game state-related information command. The game state-related information command includes a game state designation command (normal), a game state designation command (short time A, short time B), and a game state designation command (probability variation). If the game state-related information command is received, the process proceeds to step S303-12. If the game state-related information command has not been received, the process proceeds to step S303-14.
[0393] (Step S303-12) In step S303-12, the sub-CPU 201 performs processing when receiving a game state-related information command. For example, when receiving a game state designation command (normal), it performs processing related to the normal game state. When receiving a game state designation command (short time A, short time B), it performs processing related to each short time game state. When receiving a game state designation command (probability variation), it performs processing related to the probability variation game state. Then, after finishing this process, the process proceeds to step S303-13.
[0394] (Step S303-13) In step S303-13, the sub-CPU 201 sets the game state-related sub-command in the sub-command transmission area in order to transmit the game state-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0395] FIG. 26 is a flowchart showing the main command reception process 2 / 2 (subroutine of step S303 in the effect control board timer interrupt process) performed on the effect control board 200.
[0396] (Step S303-14) In step S303-14, the sub-CPU 201 determines whether an effect symbol designation command has been received. If an effect symbol designation command has been received, the process proceeds to step S303-15. If an effect symbol designation command has not been received, the process proceeds to step S303-17.
[0397] (Step S303-15) In step S303-15, the sub-CPU 201 performs processing when an effect symbol designation command is received. For example, when an effect symbol designation command designating special symbol A is received, the combination of the decoration symbols "777" is determined so that the combination of the symbols "777" is fixedly displayed as the decoration symbol. Note that when an effect symbol designation command designating special symbol A is received, the combination of the decoration symbols "444" may be determined so that the combination of the symbols "444" is fixedly displayed as the decoration symbol. In this case, after the winning game ends, it may be configured to shift to the time-saving game state A, so that it appears to be in the time-saving game state A, but the actual game state is the probability-variable game state. If configured in this way, it may be advantageous even when it appears to be in the time-saving game state A, so the gaming interest can be improved. After the process, the process proceeds to step S303-16.
[0398] (Step S303-16) In step S303-16, the sub-CPU 201 sets the effect symbol sub-command in the sub-command transmission area in order to transmit the effect symbol sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After the process, the process proceeds to step S304 in the effect control board timer interrupt process.
[0399] (Step S303-17) In step S303-17, the sub-CPU 201 determines whether it has received a special symbol variation pattern designation command. If it has received the special symbol variation pattern designation command, the process proceeds to step S303-18. If it has not received the special symbol variation pattern designation command, the process proceeds to step S303-23.
[0400] (Step S303-18) In step S303-18, the sub-CPU 201 performs variation effect pattern determination processing. Specifically, it determines a variation effect pattern corresponding to the designated special symbol variation pattern from a variation effect pattern determination table (not shown) stored in the sub-ROM 202. In the variation effect pattern determination table, one or more variation effect patterns are associated with one special symbol variation pattern. For example, for the "normal variation" (7S) of "variation pattern 2", one corresponding variation effect pattern (7S) is prepared. For the "super reach 1" (40S) of "variation pattern 4", a plurality of corresponding variation effect patterns (40S) are prepared. When "variation pattern 4" is received, any one of the plurality of prepared variation effect patterns is determined. Since the plurality of prepared variation effect patterns have different presentation contents, it is possible to execute a plurality of presentations for one variation pattern. After this process, the process proceeds to step S303-19.
[0401] (Step S303-19) In step S303-19, the sub-CPU 201 performs icon change effect update processing. The icon change effect update processing is to update the color of the icon determined in step S303-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, in this process, it is determined to change to yellow. That is, the icon may change color every time one variation of the game is played. After this process, the process proceeds to step S303-20.
[0402] (Step S303-20) In step S303-20, the sub-CPU 201 performs a start port light emission device change effect update process. This process is configured to be performed in conjunction with the color updated in step S303-19. For example, if it is updated to yellow in step S303-19, the start port light emission device 21a also changes from blue to yellow. After finishing this process, the process proceeds to step S303-21.
[0403] (Step S303-21) In step S303-21, the sub-CPU 201 performs a jackpot preview effect determination process. Specifically, from the jackpot preview effect determination table (see FIGS. 27 to 33) stored in the sub-ROM 202, a jackpot preview effect to be executed in the symbol variation game is determined. Details of the preview effect will be described with reference to FIGS. 27 to 33. After finishing this process, the process proceeds to step S303-22.
[0404] (Step S303-22) In step S303-22, the sub-CPU 201 sets a variation pattern related sub-command in the sub-command transmission area in order to transmit a variation pattern sub-command (for example, information determined in steps S303-18 to S303-21) to the image / sound control unit 200b and the light emission drive control unit 200c. After finishing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0405] (Step S303-23) In step S303-23, the sub-CPU 201 determines whether a special symbol confirmation command has been received. If a special symbol confirmation command has been received, the process proceeds to step S303-24, and if a special symbol confirmation command has not been received, the process proceeds to step S303-26.
[0406] (Step S303-24) In step S303-24, the sub-CPU 201 performs processing when receiving a special symbol determination command. Specifically, it performs processing for causing the left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c, and the fourth symbol image 26d to be determinatively displayed. Then, after finishing the processing, it proceeds to step S303-25.
[0407] (Step S303-25) In step S303-25, the sub-CPU 201 sets a special symbol determination sub-command in the sub-command transmission area in order to transmit the special symbol determination sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing the processing, it proceeds to step S304 of the effect control board timer interrupt processing.
[0408] (Step S303-26) In step S303-26, the sub-CPU 201 determines whether it has received a game count counter command. If it has received the game count counter command, it proceeds to step S303-27, and if it has not received the game count counter command, it proceeds to step S303-29.
[0409] (Step S303-27) In step S303-27, the sub-CPU 201 performs processing when receiving a game count counter command. Specifically, referring to the value of the counter of the game count counter command, if the value of the counter is "798", it performs processing for displaying a game count counter image, and if a game count counter image is already being displayed, it performs processing for updating the display (subtractive display) of the game count counter image. Then, after finishing the processing, it proceeds to step S303-28.
[0410] (Step S303-28) In step S303-28, the sub-CPU 201 sets a game count related sub-command in the sub-command transmission area in order to transmit the game count related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0411] (Step S303-29) In step S303-29, the sub-CPU 201 performs processes corresponding to other received commands. For example, when a setting value changing command, a setting value confirmation command, or a setting value confirmation end command is received, processes corresponding to these received commands are performed. Then, after finishing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0412] Next, an example of various effects that the pachinko gaming machine 1 in the present embodiment can execute will be described below.
[0413] (Preview effect) The pre-reading effect refers to an effect that performs a pre-determination process (for example, the winning determination process in FIG. 17) prior to the special symbol hit determination process in the special symbol variation start time process at the timing when a game ball enters the first start port 21 or the second start port 22, and is executed based on the determination result of the pre-determination process. When the pre-reading effect is not installed, for example, when a game ball enters the first start port 21, after obtaining and storing determination information (random number value), the special symbol hit determination process is performed in the special symbol variation start time process. Therefore, even if the determination information (random number value) is stored in the "fourth storage area", whether it is a hit or not is not determined until the determination information (random number value) is transferred to the "corresponding variation storage area". Therefore, even if the determination information (random number value) of "hit" is obtained, an effect or the like that enhances the expectation of a hit cannot be executed at a stage prior to the transfer of the determination information (random number value) to the "corresponding variation storage area". However, if the pre-reading effect is installed, for example, by performing the "pre-determination process (winning determination process)" and determining whether it is a "hit" or a "miss", a continuous effect can be executed over a plurality of variations (including the variation transferred to the corresponding variation storage area) until the determination information (random number value) is transferred to the "corresponding variation storage area". Therefore, the expectation of a "hit" can be enhanced from a stage prior to the transfer of the determination information (random number value) to the "corresponding variation storage area".
[0414] As a specific example of the above-mentioned preliminary reading effect, there is a "hold preliminary reading effect" (see step S303-8 in FIG. 25). The "hold preliminary reading effect" mainly uses the variable icon displayed in the variable icon display area 26o, the hold icons displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j, and the hold icons displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n for the effect. For example, when determination information (random value) is stored up to the above-mentioned "third storage area" and a game ball enters the first start port 21, after storing the determination information (random value) in the "fourth storage area", a preliminary determination process is performed. Then, based on the determination result of the preliminary determination process, if it is determined to perform the hold preliminary reading effect, a preliminary hold icon different from the default normal color (white) hold icon (normal icon) is displayed in the first start port fourth hold ball image display area 26j. As the preliminary hold icon, for example, multiple types and multiple levels of display such as "blue", "yellow", "green", "red", and "rainbow" are possible. When the determination result of the preliminary determination process is "win", any of "blue", "yellow", "green", "red", and "rainbow" can be displayed. When the determination result of the preliminary determination process is "lose", any of "blue", "yellow", "green", and "red" can be displayed. And only in the case of "win" can "rainbow" be selectable. Also, in the case of "win", it is easier to select "red", and in the case of "lose", it is easier to select "blue", increasing the expectation level for "red" to win. Note that the relationship of the expectation level for winning is rainbow > red > green > yellow > blue > normal in descending order of the expectation level for winning. In the following, such an effect may be referred to as a "hold change effect".
[0415] For example, as the "hold preliminary reading effect", when "blue" (blue at the time of starting winning) is determined, the blue hold icon may be displayed in a visible manner (normal display), but it may also be displayed in the mode shown in FIG. 34 (execution of the hold change button effect) with a predetermined probability. FIG. 34(a) shows a situation where a game ball has entered the first start port 21 with determination information (random value) stored up to the "third storage area". In this case, determination information (random value) corresponding to the ball entry is stored in the "fourth storage area", and as shown in FIG. 34(b), the number of balls reserved at the first start port image 26e is updated and displayed as "4", and a new reserved icon is displayed.
[0416] Here, as the new reserved icon, a button image marked with "P" (P of PUSH) is displayed on the reserved icon. At this time, the effect button LED emits green light, indicating that it is within the effective operation time of the effect button 14. This prompts the player to operate the effect button 14. Note that the button image is simply referred to as the button image hereinafter, but the button image is an image displayed during the effective operation time, and becomes non-displayed when the effect button 14 is operated during the effective operation time or when the effective operation time elapses without the effect button 14 being operated. That is, it is an image that can be displayed during the effective operation time.
[0417] The button image marked with "P" (P of PUSH) on the reserved icon is displayed in approximately the same size as the reserved icon image, and has a smaller display size than the button images displayed in the dialogue preview (see FIG. 35), the cut-in preview (see FIG. 39), and the judgment (see FIG. 40). That is, it is less conspicuous than the button images displayed in the dialogue preview etc., and the button image is displayed with a more passive notification compared to the dialogue preview etc.
[0418] When the player operates the effect button 14, as shown in FIG. 34(c), the button image changes to a blue reserved icon. On the other hand, when the effect button 14 is not operated within the operation valid time (see Fig. 52), or when "failure" (so-called fake) is selected in the hold change button effect, as shown in Fig. 34(d), the button image changes to a hold icon (normal icon) in the normal color (white). The hold change button effect "failure" (so-called fake) is selected at a predetermined probability when determining the icon change effect at the start winning, and it becomes executable when this is selected. Thus, even if the hold change button effect is executed and the effect button 14 is operated, the normal icon is displayed.
[0419] With such a hold change button effect, when the button image changes to a blue hold icon or the like, it can give the player a feeling that it was changed by the player's operation, and can give the player a sense of satisfaction. Also, players who do not want to know in advance the expectation level (expectation level for a winning game) of the symbol variation game corresponding to the button image do not need to operate the effect button 14, and the button image will not change to a blue hold icon or the like, so a flexible effect according to the player's needs can be executed.
[0420] The hold change button effect is made executable when starting to win when stored up to the "second storage area" for the convenience of ensuring the operation valid time, that is, when newly storing determination information (random number value) in the "third storage area", and when starting to win when stored up to the "third storage area", that is, when newly storing determination information (random number value) in the "fourth storage area", and is not executed in other situations. This can prevent inconveniences such as the hold change button effect being executed but the player being unable to operate due to insufficiently securing the operation valid time.
[0421] Note that, for example, if it is determined that the icon will change to the blue hold icon and the effect button 14 is not operated within the operation effective time (see FIG. 52), the icon will not be changed to the blue hold icon until the symbol variation game corresponding to the determination information (random value) stored in the "fourth storage area" is executed. However, it may be arranged not to change the icon to the blue hold icon even during the execution of the corresponding symbol variation game. Thereby, it is possible to provide enjoyment until the determination result is notified in the corresponding symbol variation game.
[0422] Note that either the "normal display" or the "display by executing the hold change button effect" in the "hold preview effect" may be selected with a predetermined probability, or only one of them may be selected depending on the difference in the effect mode. For example, in effect mode A, only the "normal display" may be performed, and in effect mode B, the "display by executing the hold change button effect" may be performed. When either one is selected with a predetermined probability, it may be arranged that when a winning is determined in the special symbol hit determination process, the "display by executing the hold change button effect" is more likely to be selected, and when a losing is determined, the "normal display" is more likely to be selected.
[0423] As another specific example of the above preview effect, there is the "winning flash effect". The "winning flash effect" is an effect that improves the expectation for a winning game by causing the speaker lamp provided in the lower speaker 10 to emit light when a game ball enters the start port and continuing to emit light until the symbol variation game related to the ball entry starts, or during the execution of the symbol variation game related to the ball entry, or until the end of the symbol variation game related to the ball entry. For example, when a game ball enters the first start port 21 while the determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a preliminary determination process is performed. Then, based on the determination result of the preliminary determination process, if it is determined to perform the winning flash effect, a scenario for causing the speaker lamp to emit light (a scenario with a determined emission color) is selected, and the speaker lamp is caused to emit light based on the selected scenario. As the emission color of the speaker lamp, for example, in the order of decreasing expectation for the winning game, it is red > green > blue, and similar to the above-mentioned hold-advance effect, it is also possible to change to the color with a high expectation for winning for each symbol variation game. It is also possible to output a winning sound corresponding to each color.
[0424] As a specific example of another effect of the above-mentioned advance effect, there is a "zone effect". The "zone effect" is an effect mainly using the image display device 26. For example, when a game ball enters the first start port 21 when the determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a pre-determination process is performed. Then, based on the determination result of the pre-determination process, when it is determined that a zone effect is to be performed, for example, in the next symbol variation game, on the image display device 26, an effect that encourages entry such as "If the special symbols line up, enter the ○○ zone!" is performed, and then the special symbols are lined up to enter the "○○ zone", and the "○○ zone" effect is executed until the variation in which the determination information (random value) stored in the above-mentioned "fourth storage area" is transferred to the "corresponding variation storage area". During the execution of this "○○ zone" effect, a caption such as "In the ○○ zone" is displayed on the image display device 26. And the "zone effect" is likely to be executed when it is determined as "win" in the pre-determination process and is less likely to be executed when it is determined as "lose". Therefore, when it is executed, it is possible to give great expectation that a winning game will be awarded.
[0425] As a specific example of another effect of the above-mentioned preview effect, "Chance Eye Continuous Announcement" can be cited. "Chance Eye Continuous Announcement" is an effect mainly using the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c displayed on the image display device 26. For example, when the determination information (random number value) is stored up to the above-mentioned "third storage area" and a game ball enters the first start port 21, after storing the determination information (random number value) in the "fourth storage area", a preliminary determination process is performed. Then, when it is determined to perform a chance eye continuous effect based on the determination result of the preliminary determination process, for example, the confirmed display of the symbol variation game corresponding to the determination information (random number value) stored in the "first storage area", the confirmed display of the symbol variation game corresponding to the determination information (random number value) stored in the "second storage area", and the confirmed display of the symbol variation game corresponding to the determination information (random number value) stored in the "third storage area", the combination of decorative symbol images of the same color is stopped. For example, the decorative symbol images are composed of "333" and "777" in red, "111" and "555" in green, "222", "444", "666", and "888" in blue, and combinations of only red such as "337" and "773", combinations of only green such as "115" and "551", and combinations of only blue such as "246" and "628" are confirmed and displayed over a plurality of variations, creating an effect that makes people expect that a win may be given in the subsequent symbol variation game. In the case of a win, it is easier to select a combination of only red, and in the case of a loss, it is easier to select a combination of only blue, increasing the expectation level for a win when a combination of only red is confirmed and displayed.
[0426] (Pseudo-Continuous Announcement) Pseudo-consecutive announcements mainly involve effects using the left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c displayed on the image display device 26, and pseudo-consecutive dedicated symbols. In the "one-variation game", it is an effect that repeatedly performs a temporary stop display of the decorative symbols, making it seem as if multiple variations are occurring. For example, as shown in FIG. 8, pseudo-consecutive announcements can be executed two or three times. The higher the number of times, the higher the expectation of winning. Specific effect content includes, for example, temporarily stopping the display of "5" as the left decorative symbol image 26a, temporarily stopping the display of "6" as the right decorative symbol image 26c, and temporarily stopping the display of the "pseudo-consecutive dedicated symbol" as the middle decorative symbol image 26b, and then variably displaying all the decorative symbol images again (at this point, pseudo-consecutive twice). Then, once again, temporarily stop the display of "5" as the left decorative symbol image 26a, temporarily stop the display of "6" as the right decorative symbol image 26c, and temporarily stop the display of the "pseudo-consecutive dedicated symbol" as the middle decorative symbol image 26b, and then variably display all the decorative symbol images again (at this point, pseudo-consecutive three times). For example, in the second temporary stop display, if "5" is temporarily stopped as the left decorative symbol image 26a and "5" is temporarily stopped as the right decorative symbol image 26c, it is pseudo-consecutive twice. If "5" is temporarily stopped as the left decorative symbol image 26a and "6" is temporarily stopped as the right decorative symbol image 26c in the second temporary stop display, it is pseudo-consecutive three times. Also, once a reach occurs, the "pseudo-consecutive dedicated symbol" is temporarily stopped as the middle decorative symbol image 26b, so-called "pseudo-consecutive after reach". For example, at the start of the variation after the first temporary stop display, an announcement (symbol stop announcement) is made that the "pseudo-consecutive dedicated symbol" will be temporarily stopped on the middle decorative symbol image 26b, and an effect that determines that pseudo-consecutive is three or more times at that point can also be executed.
[0427] Next, the jackpot announcement effect will be described. The jackpot announcement effect (an effect suggesting the possibility of executing a winning game) is the effect determined in step S303-21 of FIG. 26.
[0428] FIG. 27 is a preview decision table 1, which is a table for determining a preview (preview before reach) that is executed before a reach is formed from the start of variation in a symbol variation game. This table is stored in the sub-ROM 202, and the determination result of the special symbol hit determination process, the variation effect pattern, the distribution, and the preview (content) are defined. The sub-CPU 201 refers to the determination result of the special symbol hit determination process and the determined variation effect pattern, and determines the preview (content) using the extracted random number value for preview determination.
[0429] When the determination result is a miss, if the variation effect pattern is a shortened variation, no preview is always determined. If the variation effect pattern is a normal variation, no preview is determined at 80%, and a line announcement is determined at 20%. If the variation effect pattern is a normal reach, no preview is determined at 70%, and a line announcement is determined at 30%. Also, if the variation effect pattern is a super reach 1, no preview is determined at 20%, a line announcement is determined at 70%, and a button vibration preview is determined at 10%. If the variation effect pattern is a super reach 2, a line announcement is determined at 80%, and a button vibration preview is determined at 20%.
[0430] When the determination result is a hit, if the variation effect pattern is a normal reach, no preview is determined at 30%, and a line announcement is determined at 70%. If the variation effect pattern is a super reach 1, no preview is determined at 20%, a line announcement is determined at 60%, and a button vibration preview is determined at 20%. Also, if the variation effect pattern is a super reach 2, a line announcement is determined at 70%, and a button vibration preview is determined at 30%. If the variation effect pattern is a full rotation reach, a line announcement is determined at 60%, and a button vibration preview is determined at 40%.
[0431] The preview decision table 1 has the following characteristics. The line announcement can be executed even when a reach does not occur. This can eliminate the sense of boredom and prevent a decrease in the gaming interest. Even when a super reach (miss, win) is executed, "no notice" may be selected. This can prevent players from being discouraged just because a pre-reach notice was not executed. When a super reach (miss, win) is executed, a pre-reach notice is more likely to be executed compared to when a shortened variation or a normal variation is executed. Thus, when a pre-reach notice is executed, attention can be drawn to the subsequent development, improving the gaming interest. The button vibration notice can be executed in a super reach or more (super reach 1, 2, full rotation). This allows players to anticipate that a super reach or more (super reach 1, 2, full rotation) will be executed when the button vibration notice occurs, thus improving the gaming interest.
[0432] For example, in super reach 1, when it is a miss, a dialogue notice is more likely to be executed compared to when it is a win, and a button vibration notice is less likely to be executed. For example, in super reach 2, when it is a miss, a dialogue notice is more likely to be executed compared to when it is a win, and a button vibration notice is less likely to be executed. This can increase the player's expectation for a winning game when a button vibration notice is executed, and allow the player to play the game while hoping for the execution of the button vibration notice.
[0433] Figure 28 is a dialogue notice determination table for determining the details of the dialogue notice. The basic determination method is the same as that in Figure 27.
[0434] When the determination result is a miss, if the variation effect pattern is a normal variation, a dialogue (white) is always determined. If the variation effect pattern is a normal reach, a dialogue (white) is determined 90% of the time, and a dialogue (red) is determined 10% of the time. If the variation effect pattern is a super reach 1, a dialogue (white) is determined 20% of the time, a dialogue (red) is determined 50% of the time, and a two-stage dialogue (red) is determined 30% of the time. If the variable performance pattern is Super Reach 2, the caption (white) is determined at 20%, the caption (red) is determined at 40%, and the two - stage caption (red) is determined at 40%.
[0435] When the judgment result is a win, if the variable performance pattern is Normal Reach, the caption (white) is determined at 50%, the caption (red) is determined at 50%. If the variable performance pattern is Super Reach 1, the caption (white) is determined at 10%, the caption (red) is determined at 40%, and the two - stage caption (red) is determined at 50%. If the variable performance pattern is Super Reach 2, the caption (white) is determined at 10%, the caption (red) is determined at 30%, the two - stage caption (red) is determined at 60%. If the variable performance pattern is Full Rotation Reach, the two - stage caption (red) is determined at 40%, and the caption (rainbow) is determined at 60%.
[0436] The caption preview decision table has the following characteristics. For example, in Normal Reach, in the case of a loss, compared with the case of a win, the caption (white) is more likely to be executed, and the caption (red) is less likely to be executed. For example, in Super Reach 1, in the case of a loss, compared with the case of a win, the caption (white) and the caption (red) are more likely to be executed, and the two - stage caption (red) is less likely to be executed. For example, in Super Reach 2, in the case of a loss, compared with the case of a win, the caption (white) and the caption (red) are more likely to be executed, and the two - stage caption (red) is less likely to be executed. Thereby, while making it desirable to execute the caption (red) and more preferably the two - stage caption (red), the game can be made to be played.
[0437] The caption (white) can be executed even in Super Reach or higher (excluding Full Rotation Reach). Thereby, it is possible to prevent being discouraged just because the caption (white) has appeared. The line (red) can be executed at reach or more (Normal Reach, Super Reach 1, 2). Thus, since it can be grasped in advance that reach or more (Normal Reach, Super Reach 1, 2) will be executed by the occurrence of the line (red), the gaming interest can be improved. The two-stage line (red) can be executed at super reach or more (Super Reach 1, 2, full rotation). Thus, since it can be grasped in advance that super reach or more (Super Reach 1, 2, full rotation) will be executed by the occurrence of the two-stage line (red), the gaming interest can be improved. The line (rainbow) can be executed only at full rotation reach. Thus, the line (rainbow) can be linked to the full rotation reach, and it can be recognized in advance that the full rotation reach will be executed.
[0438] Figure 29 is a button vibration prediction determination table for determining the details of the button vibration prediction. The basic determination method is the same as that in Figure 27.
[0439] When the determination result is a miss, if the variable effect pattern is Super Reach 1, 2-second vibration × 1 time is determined at 90%, and 2-second vibration × 3 times is determined at 10%. If the variable effect pattern is Super Reach 2, 2-second vibration × 1 time is determined at 80%, and 2-second vibration × 3 times is determined at 20%.
[0440] When the determination result is a hit, if the variable effect pattern is Super Reach 1, 2-second vibration × 1 time is determined at 70%, and 2-second vibration × 3 times is determined at 30%. If the variable effect pattern is Super Reach 2, 2-second vibration × 1 time is determined at 60%, and 2-second vibration × 3 times is determined at 40%. If the variable effect pattern is full rotation reach, 2-second vibration × 1 time is determined at 30%, and 2-second vibration × 3 times is determined at 70%.
[0441] The button vibration prediction determination table has the following characteristics. For example, in Super Reach 1, in the case of a miss, compared to a win, 2-second vibration × 1 time is more likely to be determined, and 2-second vibration × 3 times is less likely to be determined. For example, in Super Reach 2, in the case of a miss, compared to a win, 2-second vibration × 1 time is more likely to be determined, and 2-second vibration × 3 times is less likely to be determined. Thus, it is possible to make the player play the game while making it desirable to execute 2-second vibration × 3 times.
[0442] In the case of a full-rotation reach, the ratio of 2-second vibration × 3 times being determined is higher than the ratio of 2-second vibration × 1 time being determined. Thus, when 2-second vibration × 3 times is executed, the player's expectation can be suddenly increased, and the gaming interest can be improved.
[0443] Note that the voice preview is a preview executed by the image display device 26, and the button vibration preview is a preview executed by the effect button 14. Therefore, they may be executed in a form where both are combined at the same time. Thus, the player's expectation can be suddenly increased, and the gaming interest can be improved.
[0444] Here, with reference to FIGS. 35 and 36, the modes of the voice preview and the button vibration preview will be described. FIG. 35 shows the mode of the voice preview. (a1) is a scene where an image (button image marked as PUSH) imitating the effect button 14 is displayed at the center of the image display device 26 during the variable display of each decorative symbol image 26a to 26c and the fourth symbol image 26d. The image imitating the effect button 14 is displayed entirely in green, and the effect button LED also emits light in the corresponding green color, indicating that it is during the operation valid time of the effect button 14. Thus, it prompts the player to operate the effect button 14. Note that the button image is displayed in the same display size (size) in the voice preview, the cut-in preview, and the judgment.
[0445] When the player operates the production button 14, as shown in (a2), a character and a speech bubble are displayed. (a2) shows the mode of the speech bubble (white), and during the variable display of each decorative symbol image 26a to 26c and the fourth symbol image 26d, a speech bubble image SE1 with the text "Maybe a reach!?" is emitted from the character. The speech bubble (white) means that the background color inside the speech bubble of the speech bubble image SE1 is white and the text part is, for example, black. Also, along with the display of the speech bubble image SE1, a speech bubble effect sound 1 is output, suggesting audibly that the speech bubble (white) has been displayed.
[0446] When the speech bubble image SE1 is displayed for a predetermined time (e.g., 2.5 seconds), as shown in (a3), the speech bubble image SE1 becomes non-displayed, and then, as shown in (a4), a reach may be formed.
[0447] (b1) is a scene where, during the variable display of each decorative symbol image 26a to 26c and the fourth symbol image 26d, a button image (an image marked "PUSH") imitating the production button 14 is displayed in the center of the image display device 26. The button image is displayed entirely in green, and the production button LED also emits light in the corresponding green color, informing that it is during the effective operation time of the production button 14. This prompts the player to operate the production button 14. Also, from the speaker 10, a button display sound (a single tone) suggesting that the button image has been displayed is output in conjunction with the display of the button image.
[0448] When the player operates the production button 14, as shown in (b2), a character and a speech bubble are displayed. (b2) shows the mode of the speech bubble (red), and during the variable display of each decorative symbol image 26a to 26c and the fourth symbol image 26d, a speech bubble image SE2 with the text "Chance!" is emitted from the character. The speech bubble (red) means that the background color inside the speech bubble of the speech bubble image SE2 is red and the text part is, for example, black. Also, along with the display of the speech bubble image SE2, a speech bubble effect sound 2 is output, suggesting audibly that the speech bubble (red) has been displayed.
[0449] If it is a line (red), the line image SE2 will disappear after a predetermined time (for example, 2.5 seconds). However, when two stages of the line (red) are performed, it will be in the mode shown in (b3), and the line image SE2 started to be displayed in (b2) will remain displayed even after a predetermined time (for example, 2.5 seconds) has passed, and further, a line image SE3 of "It's hot!" will be emitted from another character. Also in the line image SE3, the background color inside the speech bubble is red, and the character part is, for example, black. Also, a line effect sound 2 is output along with the display of the line image SE3, and it also suggests auditorily that the line (red) has been displayed.
[0450] Then, when a further predetermined time (for example, 3 seconds) has passed since the start of the display of the line image SE3, the line image SE2 and the line image SE3 are made non-displayed, and then a reach as shown in (b4) is formed. That is, if it is a line (red), the execution period is 2.5 seconds, and if it is two stages of the line (red), the execution period is 5.5 seconds.
[0451] In this way, the line (white) and the line (red) are displayed in clearly different modes visually, and the line (red) and two stages of the line (red) are displayed in clearly different modes visually, so it is possible to prevent the situation where it is difficult to grasp which line preview has been executed.
[0452] Also, since a line effect sound 1 is output along with the display of the line (white) and a line effect sound 2 is output along with the display of the line (red), it is possible to prevent the situation where it is difficult to grasp which line preview has been executed even auditorily. Since the line effect sound 1 corresponds to the line (white) and the line effect sound 2 corresponds to the line (red), it can be said that the line effect sound output together in the line preview also suggests the degree of expectation for the hit game.
[0453] Also, by making the display color of the button image correspond to the emission color of the effect button LED, it is possible to make it easy to understand that it is during the operation valid time of the effect button 14.
[0454] In the case of white dialogue, the background color is white and the text is black, but the background color may be black and the text may be white. That is, using the normal color means using "white" for either the background color or the text. In the case of red dialogue, the background color is red and the text is black, but the background color may be black and the text may be red. That is, using the specific color means using "red" for either the background color or the text. Also, the text of the dialogue may be abstract content (e.g., Maybe a reach!?) or specific content (e.g., It's a reach!).
[0455] Figure 36 shows the mode of button vibration notification. (a1) shows the scene where the decorative pattern images 26a to 26c and the fourth pattern image 26d start the variable display, and the effect button 14 is not vibrating. At this time, the effect button LED emits white light. (a2) shows the scene after a predetermined time (e.g., 1 second) has elapsed from (a1). In this scene, the effect button 14 vibrates once for 2 seconds. At this time as well, the effect button LED emits white light. (b1) shows the same scene as (a1), and (b2) shows the scene after a predetermined time (e.g., 1 second) has elapsed from (b1). In this scene, the effect button 14 vibrates once for 2 seconds, with a 0.5 - second interval, then the effect button 14 vibrates once for 2 seconds again with a 0.5 - second interval, and then the effect button 14 vibrates once for 2 seconds again. The light - emitting mode of the effect button LED is the same as that in (a1)(a2). That is, (a1)(a2) is the mode of vibrating for 2 seconds × 1 time, and (b1)(b2) is the mode of vibrating for 2 seconds × 3 times. In this way, since the vibrations are in clearly different modes, it is possible to prevent the situation where it is difficult to grasp which button vibration notification has been executed.
[0456] Note that the button vibration notice is based on the difference in the number of vibrations, such as vibrating for 2 seconds once or vibrating for 2 seconds three times. However, it may also be based on the difference in vibration time. For example, there may be vibrations for 2 seconds and vibrations for 5 seconds. When the probability of a miss is lower and the probability of a win is higher for the 5 - second vibration than for the 2 - second vibration, the 5 - second vibration may be more likely to be selected when it's a win and less likely to be selected when it's a miss.
[0457] Figure 30 is the prediction determination table 2, which is a table for determining a prediction (in - reach prediction) that is executed when a reach is formed in a symbol variation game. The time when a reach is formed is intended to be from when the left decorative symbol image 26a and the right decorative symbol image 26c are temporarily stopped (for example, 4↓4) until a predetermined time (for example, 5 seconds) has elapsed. This table is stored in the sub - ROM 202, and the determination result of the special symbol win determination process, the variation effect pattern, the distribution, and the prediction (content) are defined. The sub - CPU 201 refers to the determination result of the special symbol win determination process and the determined variation effect pattern, and uses the extracted random number value for prediction determination to determine the prediction (content).
[0458] If the determination result is a miss, if the variation effect pattern is a shortened variation, no prediction is always determined. If the variation effect pattern is a normal variation, no prediction is always determined. If the variation effect pattern is a normal reach, no prediction is always determined. Also, if the variation effect pattern is a super reach 1, no prediction is determined at 30%, a logo prediction is determined at 60%, and a car group prediction is determined at 10%. If the variation effect pattern is a super reach 2, no prediction is determined at 35%, a logo prediction is determined at 60%, and a car group prediction is determined at 5%.
[0459] If the determination result is a win, if the variation effect pattern is a normal reach, no prediction is always determined. If the variation effect pattern is a super reach 1, no prediction is determined at 10%, a logo prediction is determined at 40%, and a car group prediction is determined at 60%. Also, if the variable display pattern is Super Reach 2, it is determined that there is no notice at 10%, a logo notice is determined at 55%, and a car group notice is determined at 35%. If the variable display pattern is Full Rotation Reach, a logo notice is determined at 40% and a car group notice is determined at 60%.
[0460] The notice determination table 2 has the following characteristics. Both the logo notice and the car group notice can be executed when the reach is Super Reach or more (Super Reach 1, 2, Full Rotation), and are not executed in Normal Reach. This allows the game to be played while making it desirable for the logo notice or the car group notice to be executed when a reach is formed. For example, in Super Reach 1, when losing, compared to when winning, it is easier for no notice or a logo notice to be executed, and it is more difficult for a car group notice to be executed. For example, in Super Reach 2, when losing, compared to when winning, it is easier for no notice or a logo notice to be executed, and it is more difficult for a car group notice to be executed. This can increase the player's expectation for a winning game when the car group notice is executed, and allows the game to be played while making it desirable for the car group notice to be executed.
[0461] Figure 31(a) is a logo notice determination table for determining the details of the logo notice, and Figure 31(b) is a car group notice determination table for determining the details of the car group notice. The basic determination method is the same as in Figure 27.
[0462] When the determination result is a loss, in the logo notice determination table, if the variable display pattern is Super Reach 1, a chance is determined at 90% and a fever is determined at 10%. If the variable display pattern is Super Reach 2, a chance is determined at 85% and a fever is determined at 15%.
[0463] When the judgment result is a win, if the variable effect pattern is Super Reach 1, the chance is determined at 70% and the intense heat is determined at 30%. If the variable effect pattern is Super Reach 2, the chance is determined at 60% and the intense heat is determined at 40%. If the variable effect pattern is Full Rotation Reach, the chance is determined at 50% and the intense heat is determined at 50%.
[0464] The logo preview decision table has the following characteristics. For example, in Super Reach 1, in the case of a loss, the chance is more likely to be executed and the intense heat is less likely to be executed compared to the case of a win. For example, in Super Reach 2, in the case of a loss, the chance is more likely to be executed and the intense heat is less likely to be executed compared to the case of a win. In this way, it is possible to make the player play the game while hoping for the execution of intense heat.
[0465] When comparing Super Reach 1 and Super Reach 2, the chance is more likely to be executed in Super Reach 1 and the intense heat is more likely to be executed in Super Reach 2. This makes it easier to predict which Super Reach will be executed later based on which logo preview is executed.
[0466] In the car group preview decision table, when the judgment result is a loss, if the variable effect pattern is Super Reach 1, the first car group is determined at 80% and the second car group is determined at 20%. If the variable effect pattern is Super Reach 2, the first car group is determined at 70% and the second car group is determined at 30%.
[0467] When the judgment result is a win, if the variable effect pattern is Super Reach 1, the first car group is determined at 60% and the second car group is determined at 40%. If the variable effect pattern is Super Reach 2, the first car group is determined at 50% and the second car group is determined at 50%. If the variable effect pattern is Full Rotation Reach, the first car group is determined at 40% and the second car group is determined at 60%.
[0468] The vehicle group prediction decision table has the following characteristics. For example, in Super Reach 1, in the case of a miss, the first vehicle group is more likely to be executed than in the case of a win, and the second vehicle group is less likely to be executed. For example, in Super Reach 2, in the case of a miss, the first vehicle group is more likely to be executed than in the case of a win, and the second vehicle group is less likely to be executed. Thereby, it is possible to make the game be played while making it desirable to execute the second vehicle group.
[0469] When comparing Super Reach 1 and Super Reach 2, the first vehicle group is more likely to be executed in Super Reach 1, and the second vehicle group is more likely to be executed in Super Reach 2. Thereby, it becomes easier to predict which Super Reach will be executed later based on which vehicle group prediction is executed.
[0470] In the full rotation reach, the second vehicle group is more likely to be executed than the first vehicle group. Thereby, when the second vehicle group is executed, the player's expectation level for the winning game can be increased all at once.
[0471] Here, with reference to FIGS. 37 and 38, the modes of the logo prediction and the vehicle group prediction will be described. FIG. 37 shows the mode of the logo prediction. (a1) is a scene where each decorative symbol image 26a to 26c and the fourth symbol image 26d are in variable display, and (a2) is a scene where four symbols are temporarily stopped and displayed on the left decorative symbol image 26a and the right decorative symbol image 26c, and a reach is formed. The logo prediction is configured to be displayed above each decorative symbol image 26a to 26c as soon as a reach is formed. For example, in the case of (a2), a logo image log1 marked as "chance" is displayed. This logo image log1 is displayed for a predetermined time (e.g., 2 seconds) and then becomes non-displayed, and thereafter, Super Reach 1 or the like can be executed.
[0472] (b1) is the same as (a1). In (b2), a logo image log2 marked as "intense heat" is displayed. After this logo image log2 is displayed for a predetermined time (for example, 2 seconds), it becomes invisible, and then super reach 1 or the like can be executed.
[0473] In this way, since the chance and intense heat are visually displayed in clearly different manners, it is possible to prevent the situation where it is difficult to grasp which logo preview has been executed.
[0474] Note that since the expectation level for a winning game is higher for intense heat than for chance, for example, chance may be displayed in green and intense heat may be displayed in red. Thereby, it is possible to suggest that the expectation level is high not only in terms of the character content but also in terms of color.
[0475] Also, a voice saying "chance" may be output from the speaker 10 in conjunction with the display of chance, or a voice saying "intense heat" may be output from the speaker 10 in conjunction with the display of intense heat. Thereby, since it is possible to suggest the winning expectation level not only visually but also auditorily, the gaming interest can be improved.
[0476] Figure 38 shows the mode of the car group preview. (a1)(b1) are scenes where each decorative symbol image 26a - 26c and the fourth symbol image 26d are undergoing variable display. (a2)(b2) are scenes where four symbols are temporarily stopped and displayed on the left decorative symbol image 26a and the right decorative symbol image 26c, and a reach is formed. Different from the logo preview, the car group preview is executed in a mode where, after a predetermined time (for example, 1.5 seconds) has elapsed since the reach is formed, an image imitating a plurality of cars moves from the right end to the left end of the image display device 26.
[0477] (a3) shows the display mode of the first car group, and a plurality of car group images car1 that make up the first car group are displayed. Also, (b3) shows the display mode of the second car group, and a plurality of car group images car2 that make up the second car group are displayed. In either case, it is configured to take about 2 seconds from the start to the end of the display of the car group image. When the display of the car group image ends, Super Reach 1 or the like can be executed thereafter.
[0478] In this way, since the first car group and the second car group are displayed in clearly different modes visually, it is possible to prevent the situation where it is difficult to grasp which car group preview has been executed.
[0479] Note that the logo preview and the car group preview may both be determined in one variation effect, or only one of them may be determined.
[0480] FIG. 32(a) is a preview determination table 3, which is a table for determining a preview (preview during Super Reach) executed during Super Reach in a symbol variation game. This table is stored in the sub-ROM 202, and the determination result of the special symbol hit determination process, the variation effect pattern, the distribution, and the preview (content) are defined. The sub-CPU 201 refers to the determination result of the special symbol hit determination process and the determined variation effect pattern, and determines the preview (content) using the extracted random number value for preview determination.
[0481] When the determination result is a miss, if the variation effect pattern is Super Reach 1, conversation (white) is determined with 80%, and conversation (red) is determined with 20%. If the variation effect pattern is Super Reach 2, conversation (white) is determined with 90%, and conversation (red) is determined with 10%.
[0482] When the determination result is a win, if the variable effect pattern is Super Reach 1, 60% of the conversation (white) is determined, and 40% of the conversation (red) is determined. If the variable effect pattern is Super Reach 2, 50% of the conversation (white) is determined, and 50% of the conversation (red) is determined.
[0483] The preview decision table 3 has the following characteristics. For example, in Super Reach 1, in the case of a loss, compared to the case of a win, the conversation (white) is more likely to be executed, and the conversation (red) is less likely to be executed. For example, in Super Reach 2, in the case of a loss, compared to the case of a win, the conversation (white) is more likely to be executed, and the conversation (red) is less likely to be executed. Thereby, when the conversation (red) is executed, the player's expectation for the winning game can be increased, and the game can be made to be played while making the player desire the execution of the conversation (red).
[0484] Figure 32(b) is the preview decision table 4, which is a table for determining the preview (preview during Super Reach) executed during Super Reach in the symbol variation game. The basic determination method is the same as that in Figure 32(a).
[0485] When the determination result is a loss, if the variable effect pattern is Super Reach 1, 90% of the cut-in (green) is determined, and 10% of the cut-in (red) is determined. If the variable effect pattern is Super Reach 2, 90% of the cut-in (green) is determined, and 10% of the cut-in (red) is determined.
[0486] When the determination result is a win, if the variable effect pattern is Super Reach 1, 70% of the cut-in (green) is determined, and 30% of the cut-in (red) is determined. If the variable effect pattern is Super Reach 2, 60% of the cut-in (green) is determined, and 40% of the cut-in (red) is determined.
[0487] The preview decision table 4 has the following characteristics. For example, in Super Reach 1, in the case of a miss, the cut-in (green) is more likely to be executed compared to the case of a win, and the cut-in (red) is less likely to be executed. For example, in Super Reach 2, in the case of a miss, the cut-in (green) is more likely to be executed compared to the case of a win, and the cut-in (red) is less likely to be executed. Thereby, when the cut-in (red) is executed, the player's expectation for the winning game can be increased, and the game can be made to be played while making the player desire the execution of the cut-in (red). Note that it may be provided with a cut-in (rainbow) that can be executed only in the case of a win and definitely notifies that a winning game can be obtained.
[0488] FIG. 33(c) is a preview decision table 5, which is a table for determining a preview (judgment effect) executed during the Super Reach in the symbol variation game. The basic determination method is the same as that in FIG. 32(a).
[0489] The judgment effect is an effect performed at the timing of notifying the judgment result of the special symbol win determination process during the Super Reach, and is an effect of causing the player to operate the effect button 14 or the effect lever 15 (when the operation is not performed, the elapsed time of the operation validity period), and notifying whether the judgment result is a win or a miss. Since the button image bg imitating the effect button 14 and the effect lever image leg imitating the effect lever 15 are displayed immediately before notifying the judgment result (see FIG. 40), only the display of these images is the positioning of the preview, and a series of effects from the display of these images to notifying the judgment result is the judgment effect. Note that in the following, it may simply be described as "judgment".
[0490] When the judgment result is a miss, if the variation effect pattern is Super Reach 1, the effect button is determined at 80%, and the effect lever is determined at 20%. If the variation effect pattern is Super Reach 2, the effect button is determined at 90%, and the effect lever is determined at 10%.
[0491] When the judgment result is a win, if the variable effect pattern is Super Reach 1, the effect button is determined with a 60% probability and the effect lever is determined with a 40% probability. If the variable effect pattern is Super Reach 2, the effect button is determined with a 50% probability and the effect lever is determined with a 50% probability.
[0492] Figure 33(d) is an effect button determination table in the judge effect. It is a table for determining the display color of the button image and the emission color of the effect button LED when the effect button is determined in the preview determination table 5.
[0493] When the judgment result is a loss, if the variable effect pattern is Super Reach 1, the effect button (normal) is determined with a 90% probability and the effect button (red) is determined with a 10% probability. If the variable effect pattern is Super Reach 2, the effect button (normal) is determined with a 95% probability and the effect button (red) is determined with a 5% probability. Note that the effect button (normal) is an effect mode in which the display color of the button image and the emission color of the effect button LED are green, and the effect button (red) is an effect mode in which the display color of the button image and the emission color of the effect button LED are red.
[0494] When the judgment result is a win, if the variable effect pattern is Super Reach 1, the effect button (normal) is determined with a 45% probability and the effect button (red) is determined with a 55% probability. If the variable effect pattern is Super Reach 2, the effect button (normal) is determined with a 40% probability and the effect button (red) is determined with a 60% probability.
[0495] The preview determination table 5 and the effect button determination table have the following characteristics. For example, in Super Reach 1, in the case of a loss, compared to the case of a win, the effect button is more likely to be executed and the effect lever is less likely to be executed. For example, in Super Reach 2, in the case of a loss, compared to the case of a win, the effect button is more likely to be executed and the effect lever is less likely to be executed. As a result, when the effect lever is actuated, the player's expectation for a winning game can be increased, and the player can be made to play the game while being made to desire the actuation of the effect lever.
[0496] For example, in Super Reach 1, in the case of a loss, the effect button (normal) is more likely to be actuated than in the case of a win, and the effect button (red) is less likely to be actuated. For example, in Super Reach 2, in the case of a loss, the effect button (normal) is more likely to be actuated than in the case of a win, and the effect button (red) is less likely to be actuated. As a result, even if the judgment effect is the effect button, if the effect button (red) is actuated, the player's expectation for a winning game can be increased, and the player can be made to play the game while being made to desire the actuation of the effect button (red).
[0497] Note that the judgment effect for operating the effect button 14 or the effect lever 15 may be executed in either Super Reach 1 or Super Reach 2 as shown in FIG. 33, or may be executed in only one of them. When executed in only one of them, the other may notify the judgment result without any operation.
[0498] Also, in the judgment effect, either the effect button (normal) or the effect button (red) can be actuated. In the dialogue preview and the cut-in preview, only the effect button (normal) can be actuated, but the effect button (red) may be actuated in the dialogue preview and the cut-in preview as well.
[0499] FIG. 39 shows the mode of the cut-in preview. (a1)(b1) show the scene where the game has shifted to Super Reach (for example, Super Reach 1), and each decorative symbol image 26a to 26c has moved to the upper right of the display area and is displayed in a reduced size.
[0500] (a2)(b2) is a scene where a predetermined time has elapsed since transitioning to super reach (for example, super reach 1), and a button image (an image labeled "PUSH") is displayed in the center of the image display device 26. The button image is displayed entirely in green, and the effect button LED also emits light in the corresponding green color, indicating that it is within the effective operation time of the effect button 14. In the cut-in preview, a button image bg imitating the effect button 14 is displayed, and an image reading "Push!" or the voice "Push" is not output. From the speaker 10, in conjunction with the display of the button image, a button display sound (a single tone) suggesting that the button image has been displayed is output. This button display sound is the same as the sound output during the dialogue preview.
[0501] (a3) shows the display mode of the cut-in (green), and a cut-in image ci1 labeled "Chance" in green characters is displayed. Also, (b3) shows the display mode of the cut-in (red), and a cut-in image ci2 labeled "Chance" in red characters is displayed. In both cases, it is composed of about 3 seconds from the start to the end of the display of the cut-in image. When the display of the cut-in image ends, the determination result of the special symbol hit determination process will be notified shortly thereafter. That is, the cut-in preview is a preview effect executed immediately before notifying the determination ...
Claims
【Claim 1】 An acquisition means for acquiring determination information when an acquisition condition is satisfied; A determination means for determining whether to execute a special game advantageous to the player based on the determination information; A game state control means for controlling a normal game state and a game state different from the normal game state, which is a specific game state that can be shifted to after the end of the special game; An operation means operable by the player; An effect control means capable of executing a corresponding effect in response to the operation means being operated during an operation valid period; The effect control means: Is capable of executing a predetermined effect that makes the execution of the special game expected; Is capable of displaying an operation promotion image on a display means during the operation valid period; As the operation promotion image in the predetermined effect, a first operation promotion image and a second operation promotion image suggesting that the expectation of the execution of the special game is higher than that of the first operation promotion image can be displayed; When an activation operation is performed by the player, a predetermined setting regarding the operation means is activated; When a deactivation operation is performed by the player, a predetermined setting regarding the operation means is deactivated; When the predetermined effect is executed when the predetermined setting is activated: The first operation promotion image is displayed, and if the operation means is not operated by the player, it is regarded as if the operation means has been operated and the corresponding effect is executed; The second operation promotion image is displayed, and if the operation means is not operated by the player, it is regarded as if the operation means has been operated and the corresponding effect is executed; When the predetermined setting is activated: When it is determined to execute the special game in the normal game state and shift to the specific game state after the end of the special game, the predetermined setting is deactivated without accompanying the deactivation operation. A gaming machine characterized by the above.
Citation Information
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