Gaming machine
The gaming machine addresses the lack of engagement in existing machines by implementing a dual effect system that executes guiding and promotion effects based on player actions, enhancing player interest and interaction.
Patent Information
- Application Number
- JP2022010634
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-27
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2042-01-27
AI Technical Summary
Existing gaming machines lack innovative features to enhance player engagement and interest, particularly in executing premium effects only during big wins.
A gaming machine with a dual effect system, utilizing a first and second effect means to execute guiding effects and promotion effects, where the ratio of advantageous state control varies based on specific action detection using a terminal device.
The solution effectively enhances player engagement by guiding the player's line of sight and improving gaming interest through varied and dynamic effect execution.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing a game.
Background Art
[0002] There has been proposed a gaming machine capable of executing a so-called premium effect that is executed only when a big win is determined (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] The technique described in Patent Document 1 merely executes the effect of determining a big win, and there is room for further improvement.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a novel gaming machine that improves the gaming interest.
Means for Solving the Problems
[0006] To achieve the above object, a gaming machine according to the present invention is a gaming machine capable of performing a game and controlling to an advantageous state advantageous to a player, an effect execution means capable of executing an effect using a first effect means and a second effect means and detection means capable of detecting an action using a terminal device held by a player comprising the first effect means is disposed at a position at a predetermined distance from the second effect means, the effect execution means When the second effect means is executing a specific effect in the first specific mode, it is possible to execute a guiding effect that guides the player's line of sight by the first effect means. When executing the guiding effect, it is possible to execute the effect by a first pattern that switches the effect mode of the specific effect by the second effect means from the first specific mode to the second specific mode. When the second effect means is executing a special effect in the first special mode, it is possible to execute the guiding effect by the first effect means. When executing the guiding effect, it is possible to execute the effect by a second pattern that switches the effect mode of the special effect by the second effect means from the first special mode to the second special mode. The ratio controlled to the advantageous state is different between when the effect is executed by the first pattern and when the effect is executed by the second pattern. and the effect execution means is capable of executing a first effect different from the variable display in response to detection of a first action using the terminal device at a first timing when executing a first promotion effect for displaying a first promotion image is capable of executing a second effect different from the variable display in response to detection of a second action using the terminal device at a second timing when executing a second promotion effect for displaying a second promotion image when the first promotion effect is executed, the first promotion image can be continuously displayed together with the execution of the first effect during a predetermined period after detection of the action using the terminal device even when the second promotion effect is being executed, the effect setting can be changed in response to detection of an action using the terminal device (Figs. 10-79 to 10-86, etc.) According to such a configuration, it is possible to provide a novel gaming machine that guides the player's line of sight and improves the gaming interest.
Brief Description of Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.
[0009] (Configuration, etc. of the pachinko gaming machine 1) FIG. 1 is a front view of the pachinko gaming machine 1 and shows the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.
[0010] At a predetermined position on the game board 2, a first special symbol display device 4A and a second special symbol display device 4B are provided. In the example shown in FIG. 1, they are provided on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable display of special symbols as a plurality of types of special identification information. The special symbol is also called a "special figure". The variable display of the special symbol is also called a "special figure game". Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. The special symbol is represented by a number indicating "0" to "9", a symbol indicating "-", and other arbitrary lighting patterns. The special symbol may include a pattern in which all the LEDs are turned off.
[0011] The "variable display" of special symbols means, for example, variably displaying a plurality of types of special symbols. For other symbols such as effect symbols, small symbols, and normal symbols, "variable display" also means variably displaying a plurality of types of symbols. Effect symbols are also called decorative symbols or ornamental symbols. Variable display is also called variable display or simply variable. Examples of variable displays include updated displays of multiple symbols, scroll displays of multiple symbols, deformation, enlargement, and reduction of one or more symbols. The variable display may include a mode of blinking a certain symbol. In the variable display of special symbols or normal symbols, a plurality of types of special symbols or normal symbols are displayed in an updatable manner. In the variable display of effect symbols, a plurality of types of effect symbols are scrolled or updated, or one or more effect symbols are deformed, enlarged, or reduced. In the variable display of any symbol, a predetermined symbol is finally stopped and displayed as the display result. The stopped display is also called a derived display or simply derived. The symbol finally stopped and displayed in the variable display is also called the final stop symbol or the determined symbol. The final stop symbol in the special symbol game is also called the determined special symbol. The display result of the variable display includes the display result of the special symbol and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol variation time, which is the variation time of the special symbol, and is also called the variable display time. The special symbol variation time can be set to different times corresponding to the variation patterns of the special symbols prepared in advance in multiple patterns.
[0012] The special symbol variably displayed in the first special symbol display device 4A is also called the "first special symbol". The special symbol variably displayed in the second special symbol display device 4B is also called the "second special symbol". The special symbol game using the first special symbol is also called the "first special symbol game". The special symbol game using the second special symbol is also called the "second special symbol game". There may be one type of special symbol display device that performs variable display of special symbols.
[0013] At a predetermined position on the game board 2, a normal symbol display 20 is provided. In the example shown in FIG. 1, it is provided on the left side of the game area. The normal symbol display 20 can perform variable display of normal symbols as a plurality of types of normal identification information different from special symbols. Normal symbols are also referred to as "general symbols". The variable display of normal symbols is also referred to as a "general symbol game". The normal symbol display 20 is configured using 7-segment LEDs or the like. Normal symbols are represented by numbers indicating "0" to "9", symbols indicating "-", and other arbitrary lighting patterns. Among the normal symbols, patterns in which some or all of a plurality of LEDs are lit, or patterns in which all of the plurality of LEDs are turned off, may be included. The finally stopped symbol in the general symbol game is also referred to as a determined normal symbol. The display result of the normal symbol is also referred to as the general symbol display result. The execution time during which the normal symbol is variably displayed in the general symbol game is also referred to as the general symbol variation time. The general symbol variation time can be set to different times corresponding to the variation patterns of normal symbols in which a plurality of patterns are prepared in advance.
[0014] Near the center of the game area on the game board 2, an image display device 5 is provided. The image display device 5 may be configured using, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), a dot matrix LED, a projector and a screen, a stereoscopic image projection device, or any other mechanism capable of forming an arbitrary image. The image display device 5 can display various effect images. Further, the image display device 5 is not limited to effect images, and can display any control-related images such as inspection images and setting images.
[0015] For example, on the screen of the image display device 5, it is possible to execute variable display of production symbols in synchronization with the first special figure game and the second special figure game. The production symbols are display symbols indicating numbers and the like, and are a plurality of types of decorative identification information different from special symbols and ordinary symbols. On the screen of the image display device 5 shown in FIG. 1, production symbol display areas 5L, 5C, and 5R for "left", "center", and "right" are provided, and in synchronization with the first special figure game or the second special figure game, for example, the production symbols are scrolled or updated in the vertical direction, whereby variable display of the production symbols is performed. The synchronization of the variable display only needs to be such that the timing at which the change of the symbol starts and the timing at which the change ends and the symbol is finally stopped and displayed are common timings for different types of symbols. The finally stopped symbol in the variable display of the production symbol is also referred to as a determined production symbol, a determined decoration symbol, or a determined decorative symbol. Since the variable display of the production symbol is synchronized with the first special figure game and the second special figure game, the variable display time of the production symbol is the same as the special figure change time.
[0016] On the screen of the image display device 5, a display area capable of displaying production images corresponding to hold display and active display may be provided. The hold display is a display corresponding to variable display that is still held without being executed yet. The active display is a display corresponding to variable display that is being executed. The hold display and the active display are also collectively referred to as variable display corresponding displays corresponding to variable display. The display area for performing the hold display is also referred to as a hold display area. The display area for performing the active display is also referred to as an active display area. The number of variable displays held is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number. The hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The total value of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.
[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number according to the number of lit LEDs. The second hold display 25B displays the second hold memory number according to the number of lit LEDs. Above the normal symbol display 20 shown in FIG. 1, a general symbol hold display 25C including a plurality of LEDs is provided. The general symbol hold display 25C displays the general symbol hold memory number according to the number of lit LEDs. The general symbol hold memory number is the hold memory number corresponding to the general symbol game.
[0018] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first start winning port that is always kept in a certain open state where game balls can enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second start winning port that can be changed between a closed state and an open state by a normal electric accessory solenoid 81 shown in FIG. 2 as a normal electric accessory. The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the normal electric accessory solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the second start winning port is in a closed state where game balls cannot enter or a normal open state where game balls can hardly enter. The variable winning ball device 6B is in an open state where game balls can enter the second start winning port or an enlarged open state where game balls can easily enter the second start winning port when the movable wing pieces are in the tilted position when the normal electric accessory solenoid 81 is in the on state. The open state where game balls can enter the second start winning port or the enlarged open state where game balls can easily enter is also referred to as the first variable state. The closed state where game balls cannot enter the second start winning port or the normal open state where game balls can hardly enter is also referred to as the second variable state. Note that the variable winning ball device 6B only needs to be able to change between the first variable state and the second variable state, and is not limited to one including an electric tulip-type accessory.
[0019] When a game ball enters the first start winning opening formed by the winning ball device 6A, it is also called the first start win. When a game ball enters the second start winning opening formed by the variable winning ball device 6B, it is also called the second start win. The game ball that enters the first start winning opening is detected by the first start opening switch 22A shown in FIG. 2. The game ball that enters the second start winning opening is detected by the second start opening switch 22B shown in FIG. 2. Based on the occurrence of the first start win, a predetermined number of prize balls, for example, three, are paid out, and the first hold memory number can be updated by adding 1. However, when the first hold memory number has reached the upper limit, the first hold memory number is not updated even if the first start win occurs. Corresponding to the case where the first hold memory number is incremented by 1, the first start condition is satisfied, and a first special symbol game in which a special symbol is variably displayed by the first special symbol display device 4A can be executed. Based on the occurrence of the second start win, a predetermined number of prize balls, for example, three, are paid out, and the second hold memory number can be updated by adding 1. However, when the second hold memory number has reached the upper limit, the second hold memory number is not updated even if the second start win occurs. Corresponding to the case where the second hold memory number is incremented by 1, the second start condition is satisfied, and a second special symbol game in which a special symbol is variably displayed by the second special symbol display device 4B can be executed.
[0020] At a predetermined position on the game board 2, a general winning opening 10 that is always kept in a constant open state by a predetermined ball receiving member is provided. In the example shown in FIG. 1, the general winning openings 10 are provided at two locations in the lower left of the game area. When a game ball enters any of the general winning openings 10, a predetermined number of prize balls, for example, ten, are paid out.
[0021] In the game area formed by the game board 2, a first path and a second path are provided as flow-down paths for the game balls to flow down. The first path is mainly provided in the area on the left side of the image display device 5 when viewed from the front. The second path is mainly provided in the area on the right side of the image display device 5 when viewed from the front. The left area of the image display device 5 is also referred to as the left game area or the left-side game area. The right area of the image display device 5 is also referred to as the right game area or the right-side game area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area, the arrangement of game pins, or the like. Launching the game ball toward the left game area to cause the game ball to flow down the first path is also called a left shot. Launching the game ball toward the right game area to cause the game ball to flow down the second path is also called a right shot. The first path is also referred to as the left-shot path. The second path is also referred to as the right-shot path. The first path and the second path may be constituted by different paths or may be paths in which a part is shared.
[0022] In response to the operation of the hitting operation handle provided in the hitting device, the game ball is launched from the hitting device and driven into the game area. When the game ball driven into the game area is guided to the left game area and flows down the first path, for example, it is guided along the arrangement of game pins, making it impossible or difficult to guide it to the second path in the right game area. When the game ball driven into the game area is guided to the right game area and flows down the second path, for example, it is guided along the arrangement of game pins, making it impossible or difficult to guide it to the first path in the left game area.
[0023] The winning ball device 6A is provided in the first path in the left game area, and the game ball flowing down the first path can enter. The variable winning ball device 6B is provided in the second path in the right game area, and the game ball flowing down the second path can enter. Note that the variable winning ball device 6B may also allow the game ball flowing down the first path in the left game area to enter. The variable winning ball device 6B may be arranged so that the game ball flowing down the second path in the right game area is more likely to enter than the game ball flowing down the first path in the left game area.
[0024] In the second path in the right game area, a passing gate 41 and a special variable winning ball device 50 are provided. The passing gate 41 forms a passing area through which the game balls can pass. The game balls passing through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. Based on the fact that the game balls have passed through the passing gate 41, the addition and update of the normal hold memory number become possible, and as a normal pattern game, the variable display of the normal pattern by the normal pattern display device 20 can be executed. The passing gate 41 can be configured as a normal pattern operation port into which the game balls can enter. In this case, the gate switch 21 can be configured as a normal pattern operation port switch capable of detecting the game balls entering the normal pattern operation port.
[0025] The special variable winning ball device 50 forms a big winning port that can be changed between a closed state and an open state by a big winning port solenoid 82 as a special electric accessory. The upper part of the special variable winning ball device 50 is formed with a guiding passage having a passage width in the front-rear direction to such an extent that the game balls can pass through. This guiding passage is inclined so as to descend from the right side to the left side, and wall portions are provided on the front side and the back side which are both sides of the extended passage. In the central portion of the guiding passage, an accessory entrance serving as the big winning port is formed. In the special variable winning ball device 50, at a position where the big winning port can be opened and closed, a movable member 52 movable in the front-rear direction is provided as a big winning port opening and closing member. In the special variable winning ball device 50, in a portion where the big winning port of the guiding passage is not formed, a fixing member 53 forming a fixed passage is provided.
[0026] The movable member 52 is driven by the big winning opening solenoid 82 and is capable of advancing and retracting to open and close the accessory inlet serving as the big winning opening. In the special variable winning ball device 50, the game balls that enter the interior from the big winning opening are detected by the count switch 23. Inside the special variable winning ball device 50, a V winning area 51 serving as a specific area is provided as a winning area through which game balls can pass. Also, inside the special variable winning ball device 50, a normal area different from the V winning area 51 is provided. Above the V winning area 51, a plate-shaped vibrating member capable of switching the V winning area 51 between an open state and a closed state is provided as a V winning opening / closing member. The vibrating member is driven by the specific area solenoid 83 and is capable of advancing and retracting to open and close the V winning area 51. The V winning area 51 allows game balls to pass through when it is in the open state and does not allow game balls to pass through when it is in the closed state. The game balls that pass through the V winning area 51 are detected by the specific area switch 24. The game balls that do not pass through the V winning area 51 pass through the normal area. Both the game balls that pass through the V winning area 51 and the game balls that pass through the normal area without passing through the V winning area 51 are discharged to the outside of the special variable winning ball device 50 after being detected by the discharge port switch 26.
[0027] On the surface of the game board 2, in addition to the above configuration, a windmill and a large number of obstacle pins for changing the flow direction and speed of the game balls are provided. At the lowermost part of the game area, an out port for taking in the game balls that have not entered any of the winning openings is provided. At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided, and a game effect lamp 9 for lighting effects is provided in the peripheral part of the game area. The game effect lamp 9 is configured to include an LED. At a predetermined position of the game board 2, a movable body 32 that operates according to the performance is provided.
[0028] At the lower right position of the frame 3 for the gaming machine, there is a hitting operation handle that is operated by a player or the like to launch a game ball toward the game area by a ball hitting and launching device. The hitting operation handle is also referred to as an operation knob. At a predetermined position of the frame 3 for the gaming machine below the game area, there is a hitting supply tray that holds game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the ball hitting and launching device. The hitting supply tray is also referred to as an upper tray. Below the upper tray, there is a prize ball storage tray where the prize balls paid out when the upper tray is full flow down and are stored. The prize ball storage tray is also referred to as a lower tray.
[0029] At a predetermined position of the frame 3 for the gaming machine below the game area, there are provided a stick controller 31A and a push button 31B. The stick controller 31A can be gripped by a player for tilting operation, and is provided with a trigger button that allows the player to perform a push-pull operation. Operations on the stick controller 31A are detected by the controller sensor unit 35A shown in FIG. 2. The push button 31B allows the player to perform a pressing operation. Operations on the push button 31B are detected by the push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting operations of the player and the like, but other detection means may also be used.
[0030] (Outline of the progress of the game) When a player rotates the hitting operation handle provided on the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, a normal symbol game by the normal symbol display 20 is started. In addition, when it is a period during the execution of the previous normal symbol game or the like, even if the game ball passes through the passing gate 41, the normal symbol game based on the passing cannot be immediately executed. Therefore, the normal symbol game based on the passing is held until a predetermined upper limit number such as "4". In the normal symbol game, when a specific normal symbol such as a normal symbol per normal symbol stops and is displayed as a determined normal symbol, the display result of the normal symbol becomes "winning the normal symbol". On the contrary, when a normal symbol other than the winning normal symbol such as a losing normal symbol of the normal symbol stops and is displayed as the determined normal symbol, the display result of the normal symbol becomes "losing the normal symbol". When it is "winning the normal symbol", opening control is performed to make the variable winning ball device 6B in an open state or an expanded open state for a predetermined period. At this time, the second start winning opening becomes an open state or an expanded open state.
[0031] When a game ball passes through and enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A can be started. When a game ball passes through and enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B can be started. In addition, when it is during the period of executing the special symbol game or during the period controlled to be in the big win game state or the small win game state, even if a game ball enters the start winning opening and a start winning occurs, the special symbol game based on the start winning cannot be immediately executed. Therefore, the special symbol game based on the start winning is held until a predetermined upper limit number such as "4". In the special symbol game, when a specific special symbol such as a big win symbol stops and is displayed as a determined special symbol, the display result of the special symbol becomes "big win". On the contrary, when a predetermined special symbol different from the big win symbol, such as a small win symbol, stops and is displayed as a determined special symbol, the display result of the special symbol becomes "small win". Also, when a special symbol different from the big win symbol and the small win symbol, such as a losing symbol, stops and is displayed as a determined special symbol, the display result of the special symbol becomes "losing". Furthermore, when a special symbol different from the big win symbol, the small win symbol, and the losing symbol, such as a time-saving symbol, stops and is displayed as a determined special symbol, the display result of the special symbol may become "time-saving". The special symbol may not include the time-saving symbol. That is, the display result of the special symbol may not include "time-saving".
[0032] In a special symbol game, after the display result of the special symbol becomes a "big win", it is controlled to a big win game state as an advantageous state for the player. In the big win game state, the big winning opening formed in the special variable winning ball device 50 can be opened in a predetermined manner. The opening state at this time continues until the earlier timing among, for example, the elapse timing of a predetermined period such as 29 seconds or 1.8 seconds, and the timing when the number of game balls entering the big winning opening reaches a predetermined number. The predetermined period during which the big winning opening can be controlled to the open state is the upper limit period during which the big winning opening can be opened in one round, and is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes the open state in the big win game state is called a round or a round game. In the big win game state, such a round can be repeatedly executed until a predetermined upper limit number of times, for example, 15 times or 2 times. In the big win game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more the number of rounds in the big win game state and the longer the opening upper limit period, the more advantageous it is for the player.
[0033] When the display result of the special symbol becomes a "big win", it includes a plurality of big win types. For example, the opening mode of the big winning opening such as the number of rounds and the opening upper limit period, and the game state after the end of the big win game state such as the normal state, the time-saving state, and the probability-variable state are set as a plurality of different settings, and a big win type is specified corresponding to each setting. The plurality of big win types may include some or all of the big win types that can obtain a large number of prize balls, the big win types with few prize balls, or the big win types that can hardly obtain any prize balls, or may include big win types with similar levels of obtainable prize balls. Being controlled to the big win game state based on the fact that the display result of the special symbol is a "big win" is also referred to as a symbol big win, a big win by a special symbol, a variable display big win, or a direct hit big win.
[0034] In the special symbol game, after the display result of the special symbol becomes a "small win", the game state is controlled to the small win game state. In the small win game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening mode. For example, in the small win game state, the large winning opening may be opened in the same opening mode as in the jackpot game state for some jackpot types. As long as the number of opening times and the opening period are the same, the large winning opening may be in the same opening mode. Alternatively, in the small win game state, the large winning opening may be opened in an opening mode different from that in the jackpot game state. Similar to the jackpot types, when the display result of the special symbol becomes a "small win", a plurality of small win types may also be included. The jackpot types and small win types are also collectively referred to as winning types. The operation of opening and closing the large winning opening in the small win game state is also called the start operation. When in the small win game state, when the accessory entrance that becomes the large winning opening of the special variable winning ball device 50 is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the jackpot occurrence condition is satisfied and the game can be controlled to the jackpot game state. Being controlled to the jackpot game state based on the occurrence of a V win due to the game ball passing through the V winning area 51 in the small win game state is also referred to as a jackpot via small win.
[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-variable state corresponding to the jackpot type. Also, in the special symbol game, after the display result of the special symbol becomes "time-saving", the game state is controlled to the time-saving state without being controlled to the jackpot game state. The time-saving state is a game state in which the second special symbol display device 4B executes the second special symbol game more easily than in the normal state. A game state in which the second special symbol game is executed more easily than in the normal state is a game state in which the game ball more easily passes through the second start winning opening than in the normal state. The control of whether the game ball easily passes through the second start winning opening is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include medium base control. The medium base control is a base control in which the game ball more easily passes through the second start winning opening than in the low base control, while the game ball less easily passes through the second start winning opening than in the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called high release control.
[0036] In both the case of the normal state, the case of the medium base state, and the case of the high base state, it is possible to stop displaying the time-saving symbol as the display result of the special symbol. However, in the case of the medium base state and the case of the high base state, even if the time-saving symbol is stopped and displayed as the display result of the special symbol, the base control based on the time-saving symbol is not performed, and new control to shift to the medium base state or the high base state is not started. In the time-saving state, it is possible to perform time-saving control that shortens the average variable display time compared to the normal state. Thus, the time-saving state is also called the time-shortened state.
[0037] The short-time state is a state in which the variation efficiency of special symbols, particularly the second special symbol, is improved. Therefore, it is included in a special state that is advantageous for players different from the big win gaming state. When the gaming state is the probability-variable state, in addition to short-time control, probability-variable control can be performed in which the probability that the display result of the special symbol becomes a "big win" is higher than in the normal state. Thus, the probability-variable state is also referred to as a probability variation state. Since the probability-variable state is a state in which the variation efficiency of the special symbol is improved and it is likely to result in a "big win", it is included in a special state that is advantageous for players different from the big win gaming state. The short-time state and the probability-variable state continue until any one of the predetermined end conditions, such as the execution of a predetermined number of special symbol games or being controlled to the next big win gaming state, is satisfied first. A situation where the execution of a predetermined number of special symbol games serves as the end condition is also called running out of times. The short-time state when running out of times is also called short-time when running out of times. The probability-variable state when running out of times is also called probability-variable when running out of times.
[0038] The gaming state that becomes the normal state is a gaming state that is not included in advantageous states such as the big win gaming state that is advantageous for players, predetermined states such as the small win gaming state, or special states such as the short-time state and the probability-variable state. The normal state is a gaming state in which the probability that the display result in the general symbol game becomes a "general symbol win" and the probability that the display result in the special symbol game becomes a "big win" are controlled to be the same as in the initial setting state of the pachinko gaming machine 1. The initial setting state of the pachinko gaming machine 1 is the control state after executing the initial setting process without executing a predetermined recovery process after power-on, for example, when a system reset is performed.
[0039] The state in which probability-variable control is being executed is also called the high probability state, and the state in which probability-variable control is not being executed is also called the low probability state. The state in which short-time control is being executed is also called the high base state, and the state in which short-time control is not being executed is also called the low base state. Combining these, the short-time state is also said to be the low probability high base state, the probability-variable state is the high probability high base state, and the normal state is the low probability low base state, etc. The high probability state and the low base state are also called the high probability low base state. Note that the pachinko gaming machine 1 may not include the probability-variable state as a gaming state.
[0040] After the small win gaming state ends, there are two cases: one is that it is controlled to the big win gaming state based on the occurrence of a V win, and the other is that the gaming state before becoming the small win gaming state without the occurrence of a V win remains unchanged. However, when the display result of the special symbol game is "small win" and a predetermined number of special symbol games in the count-down are executed, the control of the time-saving state or the probability-variable state may end and it may return to the normal state. Note that the pachinko gaming machine 1 may not include the small win gaming state as a gaming state. That is, the display result of the special symbol may not include "small win".
[0041] When the time-saving condition based on the number of executions of the variable display is satisfied, it may be possible to control the gaming state to the time-saving state. Such a time-saving state is also called a relief time-saving state. The time-saving condition may be any condition that can be satisfied when, after the power is turned on to the pachinko gaming machine 1, after a big win occurs, or after the display result of the special symbol game becomes "time-saving", a specific number of variable displays are executed and no control to a new big win gaming state or time-saving state is performed.
[0042] (Advancement of the performance, etc.) In the pachinko gaming machine 1, various performances can be executed according to the progress of the game. These performances include a performance for notifying the progress of the game and a performance for livening up the game. These performances may include displaying various performance images on the image display device 5, outputting sound effects from the speakers 8L and 8R, lighting the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or any combination of some or all of these, and may be executed using any performance device as long as it is possible.
[0043] The effects that can be executed in accordance with the progress of the game include variable display of effect symbols. In response to the start of the first special figure game or the second special figure game, variable display of the effect symbols is started in the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. When the determined special symbol that is the display result in the first special figure game or the second special figure game stops being displayed, the determined effect symbol that is the display result in the variable display of the effect symbols stops being displayed. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of the effect symbols, the display mode in the variable display of the effect symbols may become a reach mode. The reach mode is, for example, a mode in which the effect symbols that have stopped on the screen of the image display device 5 form part of a jackpot combination and the variation continues for the effect symbols that have not yet stopped. The fact that the display mode in the variable display of the effect symbols becomes a reach mode is also referred to as a reach being established.
[0044] In response to the variable display of the effect symbols becoming a reach mode, a reach effect can be executed. The pachinko gaming machine 1 can execute a plurality of types of reach effects such that the ratio of the display result of the variable display being a "jackpot" is different when the effect modes are different. The ratio of "jackpot" corresponding to the effect mode is also referred to as jackpot reliability or jackpot expectancy. The reach effects include, for example, a normal reach and a super reach with a higher jackpot reliability than the normal reach. In addition, corresponding to the execution time of the reach effect, it may also include a short reach and a long reach with an execution time longer than the short reach.
[0045] When the display result of the special symbol is "big win", on the screen of the image display device 5, the determined effect symbol that forms a predetermined big win combination is stopped and displayed as the display result of the effect symbol. As an example, the same effect symbol, such as an effect symbol indicating the number "7", is aligned and stopped and displayed on a predetermined effective line in the effect symbol display areas 5L, 5C, and 5R of "left", "center", and "right". In the case of a "probability-variable big win" that is controlled to enter the probability-variable state after the end of the big win gaming state, for example, odd-numbered effect symbols such as an effect symbol indicating the number "7" may be aligned and stopped and displayed. In the case of a "non-probability-variable big win" that is not controlled to enter the probability-variable state after the end of the big win gaming state, for example, even-numbered effect symbols such as an effect symbol indicating the number "6" may be aligned and stopped and displayed. "Non-probability-variable big win" is also referred to as "ordinary big win". In this case, odd-numbered effect symbols are also referred to as probability-variable symbols. Even-numbered effect symbols are also referred to as non-probability-variable symbols or ordinary symbols. After reaching the reach mode with non-probability-variable symbols, an upgrade effect that finally results in a "probability-variable big win" may be executed.
[0046] When the display result of the special symbol is "small win", on the screen of the image display device 5, the determined effect symbol that forms a predetermined small win combination is stopped and displayed as the display result of the effect symbol. As an example, the same effect symbol, such as an effect symbol indicating a number other than "7", may be aligned and stopped and displayed on a predetermined effective line in the effect symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The same determined effect symbol may be stopped and displayed when the display result of the special symbol becomes "big win" and when it becomes "small win".
[0047] When the display result of the special symbol is "losing", in the variable display of the effect symbol, it may not enter the reach mode and the display result may be stopped. In this case, as the display result of the effect symbol, the confirmed effect symbol of the non-reach combination is stopped. The display result in which the confirmed effect symbol of the non-reach combination is stopped without entering the reach mode is also called non-reach loss. When the display result of the special symbol is "losing", in the variable display of the effect symbol, it may enter the reach mode, and after the reach effect is executed, the display result may be stopped. In this case, as the display result of the effect symbol, the confirmed effect symbol of the reach combination that is not the big win combination or the small win combination is stopped. The display result in which the confirmed effect symbol of the reach combination is stopped after entering the reach mode is also called reach loss.
[0048] The effects that the pachinko machine 1 can execute include variable display corresponding displays such as hold display and active display. In addition, for example, a preview effect that announces the big win reliability can be executed during the variable display of the effect symbol. The preview effect may include the variable preview effect that announces the big win reliability corresponding to the variable display being executed and the advance preview effect that announces the big win reliability corresponding to the variable display before execution that is on hold. The advance preview effect may be able to execute a change effect that changes the display mode of the variable display corresponding display such as hold display and active display to a mode different from the normal one.
[0049] On the screen of the image display device 5, after temporarily stopping the effect symbol once during the variable display of the effect symbol, by restarting the variable display, it may be possible to execute a pseudo continuous effect that makes one variable display appear like a plurality of variable displays. The pseudo continuous effect may be set such that the big win reliability is higher when the number of times of restarting the variable display after temporarily stopping the effect symbol once is larger than when the number of times is smaller. In the variable display of the effect symbol, it may include the case where the pseudo continuous effect is executed before entering the reach mode and the case where the pseudo continuous effect is executed after entering the reach mode. In addition, in the variable display of the effect symbol, it may be possible to execute the pseudo continuous effect at a plurality of timings.
[0050] During the control of the jackpot gaming state, it is possible to execute a jackpot performance that notifies the jackpot gaming state. The jackpot performance may include a performance that notifies the number of rounds and a promotion performance that suggests or notifies that the advantage degree of the jackpot gaming state is improved. During the control of the minor jackpot gaming state, it is possible to execute a minor jackpot performance that notifies the minor jackpot gaming state. By executing a common performance during the control of the jackpot gaming state and during the control of the minor jackpot gaming state, it may be made impossible or difficult for the player to recognize whether the current gaming state is the jackpot gaming state or the minor jackpot gaming state.
[0051] In a non-gaming state where there is no execution of a special figure game or the like and the game is not in progress, it is possible to display a demonstration performance image on the screen of the image display device 5. The demonstration performance image is also referred to as a demo image. The display of the demo image is also referred to as a demo display. The performance by the demo display is also referred to as a customer waiting demo performance.
[0052] (Board Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, a power supply board 17, etc. as shown in FIG. 2. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged.
[0053] The main board 11 is a control board on the main side and has a function capable of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of a special figure game involving the management of holds, the execution of a general figure game involving the management of holds, the execution of various games and the transition of game states such as the jackpot gaming state, the minor jackpot gaming state, the time-saving state, and the probability-variable state. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0054] The microcomputer 100 for game control provided in the main board 11 is, for example, a one-chip microcomputer, and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Part or all of the ROM 101, the RAM 102, and the random number circuit 104 may be configured to be externally attachable to the microcomputer 100 for game control, or may be configured to be built into the microcomputer 100 for game control. The switch circuit 110 captures detection signals from various switches for detecting game balls and transmits them to the microcomputer 100 for game control. The various switches for detecting game balls include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and a discharge port switch 26. The detection signal indicates that a game ball has passed or entered and the switch has been turned on. By transmitting the detection signal, it is detected that a game ball has passed or entered. The solenoid circuit 111 can supply a solenoid drive signal from the microcomputer 100 for game control to a normal electric accessory solenoid 81, a big winning port solenoid 82, and a specific area solenoid 83. The solenoid drive signal may be a signal for turning on each solenoid.
[0055] The ROM 101 included in the game control microcomputer 100 is a non-volatile memory device that stores computer programs and data used for game control. The data stored in the ROM 101 includes variable patterns, production control commands, and table data that constitutes tables used for various settings, determinations, and decisions. The RAM 102 included in the game control microcomputer 100 is a temporary memory device that provides a work area used for game control and a stack for storing data. The RAM 102 only needs to be a backup RAM that can restore the stored content in part or all of the storage area within a predetermined period even when the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of the RAM 102 includes a storage area that can store various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processes corresponding to the programs stored in the ROM 101.
[0056] The random number circuit 104 included in the game control microcomputer 100 countably updates numerical data indicating various random number values used when controlling the progress of the game. The random number used when controlling the progress of the game is also called a game random number. Part or all of the game random number may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.
[0057] Figure 3 shows an example of game random numbers. The game random numbers include a random number MR1-1 for special symbol determination, a random number MR1-2 for winning symbols, a random number MR1-3 that serves as the initial value for winning symbols, a random number MR2-1 for winning symbols of normal symbols, a random number MR2-2 that serves as the initial value for winning symbols of normal symbols, a random number MR3-1 for the variation pattern of normal symbols, a random number MR3-2 for selecting a losing effect, a random number MR3-3 for selecting the type of variation pattern, and a random number MR3-4 for the variation pattern.
[0058] The random number MR1-1 for special symbol determination is used to determine the display result of special symbols, such as whether to make the display result of special symbols a "big win" or not, or whether to make the display result of special symbols a "small win" or not. The random number MR1-2 for winning symbols is used to select a confirmed special symbol from a plurality of special symbols, such as a big win symbol when the display result of special symbols is a "big win" or a small win symbol when the display result of special symbols is a "small win". The random number MR1-3 that serves as the initial value for winning symbols is used to set the initial value of the random number MR1-2. The random number MR2-1 for winning symbols of normal symbols is used to select a confirmed normal symbol that is displayed when the display result in the variable display of normal symbols is a "normal win" from a plurality of normal symbols. The random number MR2-2 that serves as the initial value for winning symbols of normal symbols is used to set the initial value of the random number MR2-1. The random number MR3-1 for the variation pattern of normal symbols is used to determine the variation pattern of normal symbols to be one of a plurality of pre-prepared patterns. The random number MR3-2 for selecting a losing effect is used to select whether to enter a reach state in the variable display of the effect symbol when the display result of special symbols is a "loss". The random number MR3-3 for selecting the type of variation pattern is used to select the type of variation pattern of special symbols. The type of variation pattern of special symbols is a group obtained by classifying in advance the variation patterns of special symbols based on, for example, the effect mode during the variable display of the effect symbol, and it may be configured to include one or more variation patterns. The random number MR3-4 for the variation pattern is used to select the variation pattern of special symbols.
[0059] When making various determinations and decisions based on random numbers, such as numerical data indicating the value of a game random number, the CPU 103 reads out and refers to various tables from the ROM 101. Even when not using random numbers, necessary tables may be read out from the ROM 101 and referred to, and various determinations, decisions, settings, etc. may be made.
[0060] The I / O 105 included in the game control microcomputer 100 is composed of an input port to which various signals are input and an output port from which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., and solenoid drive signals for driving the normal electric accessory solenoid 81, the big winning port solenoid 82, the specific area solenoid 83, etc.
[0061] The main board 11 can output, as part of the operation for controlling the progress of the game by the game control microcomputer 100, an effect control command corresponding to the progress of the game to the effect control board 12. The effect control command is a command for designating or notifying the progress status of the game, etc. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command may include, for example, a command for designating various determination results on the main board 11, such as the display result of a special symbol game, the winning type, the variation pattern, etc., a command for designating the game status, such as the start and end of variable display, the open status of the big winning port, the occurrence of winning, the number of stored holds, the game state, etc., and a command for designating the occurrence of an error, etc.
[0062] The performance control board 12 is a sub-control board independent of the main board 11, and has a function of receiving performance control commands and controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 are various performances according to the progress of the game, such as driving the movable body 32, and also include various notifications such as error notifications and power failure recovery notifications. The performance control board 12 includes a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0063] The performance control CPU 120 performs processes for controlling the execution of performances together with the display control unit 123 by executing the programs stored in the ROM 121. This process is a process for realizing various functions of the performance control board 12 and includes determining the performances to be executed. The performance control CPU 120 uses various data stored in the ROM 121, such as data of various tables, and uses the RAM 122 as the main memory. The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on the detection signals from the controller sensor unit 35A or the push sensor 35B. The detection signal here is a signal output when an operation by the player is detected, and any signal that appropriately indicates the operation content is acceptable.
[0064] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and controls to enable the execution of mainly display-related effects based on the effect execution instructions from the effect control CPU 120. The display control unit 123 supplies a video signal corresponding to the executed effect to the image display device 5, thereby displaying the effect image on the screen of the image display device 5. The display control unit 123 further supplies a sound designation signal to the audio control board 13 or supplies a lamp signal to the lamp control board 14. The sound designation signal designates the sound output from the speakers 8L and 8R. The lamp signal designates the lighting mode or extinguishing mode of the game effect lamp 9. By supplying the sound designation signal and the lamp signal, the sound output from the speakers 8L and 8R and the lighting or extinguishing of the game effect lamp 9 can be enabled in synchronization with the display of the effect image. The display control unit 123 may be able to supply a signal for operating the movable body 32 to the motor or solenoid of the movable body 32 or to the driver circuit for driving the movable body 32. A driver board for driving the movable body 32 may be provided separately from the effect control board 12.
[0065] The random number circuit 124 countably updates numerical data indicating various random number values used when controlling the execution of various effects. The random number used when controlling the execution of an effect is also called an effect random number. The effect random number may be updated by software such as a computer program executed by the effect control CPU 120. When the effect control CPU 120 makes various determinations and decisions based on a random number value, such as numerical data indicating the value of the effect random number, it reads and refers to various tables from the ROM 121. Even when not using a random number value, the effect control CPU 120 may read and refer to necessary tables from the ROM 121, and various determinations, decisions, settings, etc. may be made.
[0066] I / O 125 includes, for example, an input port for capturing an effect control command transmitted from the main board 11 and an output port for transmitting various signals. The input port of I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.
[0067] The audio control board 13 is equipped with various circuits for driving the speakers 8L and 8R. Based on the sound designation signal from the display control unit 123, it drives the speakers 8L and 8R to output the sound designated by the sound designation signal from the speakers 8L and 8R. The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9. Based on the lamp signal from the display control unit 123, it drives the game effect lamp 9 to turn the game effect lamp 9 on or off in the manner designated by the lamp signal. In this way, the audio output from the speakers 8L and 8R and the lighting and extinguishing of the game effect lamp 9 can be controlled based on the signal from the display control unit 123. Note that for the supply of the sound designation signal and the lamp signal, the control of the audio output and the lighting and extinguishing of the lamp, and the supply of the signal for operating the movable body 32, the control of the movable body 32, the effect control CPU 120 may execute part or all of them. Boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in FIG. 2, a plurality of sub-boards may be provided according to functions, or different from the configuration example shown in FIG. 2, one sub-board may be configured to have a plurality of functions.
[0068] The power supply board 17 can supply power from an AC power source such as AC 100V in an external power source like a commercial power supply to electrical components including various control boards such as the main board 11 and the effect control board 12. The power supply board 17 is provided with, for example, a rectifying circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC 12V or DC 5V), and the like. The pachinko gaming machine 1 can switch between the start and end of power-on by operating the power switch 91. The switch circuit 110 of the main board 11 takes in a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on, for example, in response to a pressing operation on a clear switch 92 provided on the power supply board 17.
[0069] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0070] (Main operation of the main board 11) First, the main operation of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 starts up, and the main processing for game control is executed by the CPU 103.
[0071] FIG. 4 is a flowchart showing the main process P_MAIN for game control executed by the CPU 103 in the main board 11. When starting the main process P_MAIN for game control shown in FIG. 4, the CPU 103 executes the power supply start corresponding process P_POWER_ON (step S1), and then executes the RWM check process P_RWM_CHK (step S2). The power supply start corresponding process P_POWER_ON in step S1 can execute the initial settings of the game control microcomputer 100 in response to the start of power supply in the pachinko game machine 1. The initial settings of the game control microcomputer 100 may include initialization of the output port, setting of the interrupt vector, setting of the built-in device register, and setting of the specific register. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process, and compares the checksum data obtained as a processing result with the stored data in the checksum buffer. When the two data match, it is determined that the stored content in the RAM 102 is normal.
[0072] Subsequently, it is determined whether or not a predetermined recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal corresponding to the operation of the clear switch 92 is in the off state, there is normal stored data in the checksum buffer, and the stored content in the RAM 102 as the backup RAM is normal. When the pachinko gaming machine 1 is powered on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. When such an on-state clear signal is input, it may be determined in step S3 that the recovery condition is not satisfied. The checksum buffer stores the checksum data calculated by the checksum calculation process when the backup monitoring timer measures the backup determination time at the previous power-off. When the measured value of the backup monitoring timer does not match the specific value corresponding to the backup determination time, it may be determined in step S3 that the recovery condition is not satisfied. The backup data may be the stored data in the game work area of the RAM 102 serving as the backup RAM for game control. In step S3, based on the result of confirming or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2, it may be determined whether or not the recovery condition can be satisfied.
[0073] When the recovery condition is satisfied (step S3; Yes), the backup time setting process P_BACKUP_SET is executed (step S4). The backup time setting process P_BACKUP_SET enables the transmission of the effect control command corresponding to the backup time from the main board 11 to the effect control board 12 using the backup time command transmission table. Also, the backup time setting process P_BACKUP_SET can initialize by clearing the process code, timer, counter, and flag specified by the backup time setting table.
[0074] When the recovery condition is not satisfied (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables the transfer of clear data to the game work area that serves as the work area in the RAM 102. As a result, the game work area in the RAM 102 is initialized. Then, the initialization setting process P_INIT_SET enables the transmission of the effect control command corresponding to the initialization from the main board 11 to the effect control board 12 using the initialization command transmission table. Also, the initialization setting process P_INIT_SET can be initialized by clearing the buffer, timer, pointer, and counter specified by the initialization setting table.
[0075] After that, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until the set waiting time elapses, ensuring that sub-boards such as the effect control board 12 can be started up reliably. Also, the control start setting process P_STACON may include a specific number of times command transmission process or a chip individual number information command transmission process. The specific number of times command transmission process enables the transmission of an effect control command that designates the count value of the specific number of times counter at power-on from the main board 11 to the effect control board 12. The specific number of times counter may be provided at a predetermined address in the RAM 102 and can count the remaining number of times until the execution number of times of the variable display reaches the specific number of times corresponding to the time shortening condition. The chip individual number information command transmission process enables the transmission of an effect control command that designates the stored value of the chip individual number register from the main board 11 to the effect control board 12. The chip individual number register may be included in the built-in register of the game control microcomputer 100 and can store different values assigned to each chip as the chip individual number.
[0076] The control start setting process P_STACON may include out-of-startup-area processing. The out-of-startup-area processing is a process executed by reading a program stored in the non-game program area of the ROM 101 in response to startup upon the start of power supply to the pachinko machine 1. The out-of-startup-area processing may be, for example, the performance display RWM initial value setting process. The performance display RWM initial value setting process enables setting an initial value for performing an initial display by means of the 7-segment LEDs constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may display contents related to set values and contents related to bases. The set value can be changed to any one of a plurality of levels, such as six levels, when the pachinko machine 1 is in a set change state where the settings can be changed, and enables setting the probability that the display result of a special symbol becomes a "big win". The base is calculated by dividing the number of prize balls paid out when a game ball passes through each winning opening, such as a start winning opening, a general winning opening, or a big winning opening, by the number of game balls launched into the game area.
[0077] Next to the control start setting process P_STACON in step S6, a timer interrupt counter setting is performed (step S7). In step S7, the PTC counter output value is set so that a periodic timer interrupt occurs every predetermined time, such as 4 [ms (milliseconds)]. Thereafter, the main process P_MAIN for game control enters a loop process. In this loop process, interrupt inhibition is set (step S8), the initial value determination random number update process P_TFINIT is executed (step S9), and after the out-of-loop area process P_REGOUT is executed (step S10), interrupt permission is set (step S11), and the process returns to step S8. Then, each time an interrupt request signal from the PTC to the CPU 103 is input when the interrupt permission state is on, the CPU 103 becomes capable of executing the timer interrupt process. As a result, the CPU 103 can execute the timer interrupt process, for example, every time a predetermined time, such as 4 [ms], elapses.
[0078] FIG. 5 is a flowchart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in FIG. 5, a power-off process P_POWER_OFF is executed (step S51). Subsequently, it is determined whether or not the fraud monitoring flag is "0" (step S52). The fraud monitoring flag is set to "1" corresponding to the on state when magnetism is detected by a magnet sensor or when radio waves are detected by a frame radio wave sensor. In other cases, the fraud monitoring flag is set to "0" corresponding to the off state.
[0079] When the fraud monitoring flag is "1" (step S52; No), a game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP may be a process of initializing an output port and turning off the output of a connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and when it is in the off state, the execution of the payout process in the payout control board is stopped.
[0080] When the fraud monitoring flag is "0" (step S52; Yes), a switch process P_SW is executed (step S54), a switch error notification process P_CON_CHK is executed (step S55), a random number update process P_RANDOM is executed (step S56), and an initial value determination random number update process P_TFINIT is executed (step S57). Also, a special symbol process P_TPROC is executed (step S58), a normal symbol process P_FPROC is executed (step S59), an information output process P_JYOUHOU is executed (step S60), a prize ball process P_PAY is executed (step S61), and a display process P_HYOUZI is executed (step S62). Furthermore, other timer interrupt corresponding processes are executed (step S63). After that, after interrupt permission is set (step S64), the timer interrupt process P_PCT ends.
[0081] The power-off process P_POWER_OFF in step S51 determines the power confirmation signal transmitted from the power supply board 17 and enables execution of checksum calculation processing during power-off. The switch process P_SW in step S54 determines the state of the input port and enables updating of the switch-on buffer and the like. The switch error notification process P_CON_CHK in step S55 can update, for example, the count value of the sensor on-counter specified by the switch error notification determination table, and can execute error notification display when the count value reaches the sensor abnormality error determination value. The random number update process P_RANDOM in step S56 enables software to update the software random numbers among the game random numbers. The random number update process for initial value determination P_TFINIT in step S57 enables software to update the random numbers used as the random number initial values among the game random numbers.
[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of special symbols and the game state, such as the execution and suspension management of the special symbol game, the control of the big win game state and the small win game state, and the control of the game state. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of normal symbols and the state control of the second start winning port, such as the execution and suspension management of the normal symbol game based on the detection signal from the gate switch 21, and the opening and closing control of the variable winning ball device 6B based on "normal symbol win". The information output process P_JYOUHOU in step S60 sets the information output signal. The information output signal is a signal corresponding to information supplied to, for example, a hall management computer installed outside the pachinko game machine 1, such as big win information, start information, probability variation information, etc. The big win information indicates the number of times a big win has occurred, etc. The start information indicates the number of times a start winning has occurred, etc. The probability variation information indicates the number of times a probability variation state has occurred, etc. The prize ball process P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses the prize ball number table to perform an on-determination of the switch, and when an on-detection occurs, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code and controls to enable the payout of prize balls based on the detection of game balls. The display process P_HYOUZI in step S62 makes settings related to the display by the first suspension display 25A, the second suspension display 25B, the normal symbol suspension display 25C, and various other status indicator lights.
[0083] FIG. 6 is a flowchart showing an example of a process executable in step S58 shown in FIG. 5 as a special symbol process P_TPROC. In the special symbol process P_TPROC, the CPU 103 sets a first start winning corresponding flag (step S101). The setting of the first start winning corresponding flag reflects the state of the first start port switch 22A included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation instruction or the like. At this time, the on state of the zero flag in the flag register indicates that the first start winning corresponding flag is in the off state. On the contrary, the off state of the zero flag indicates that the first start winning corresponding flag is in the on state. Subsequently, a transfer instruction for setting a table pointer is used to set the first start port winning table (step S102). Then, it is determined whether or not the first start winning corresponding flag is on (step S103). If the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).
[0084] When the first start winning corresponding flag is off corresponding to step S103 (step S103; No), or after the start port switch passing process P_TZU_ON in step S104, a second start winning corresponding flag is set (step S105). The setting of the second start winning corresponding flag reflects the state of the second start port switch 22B included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation instruction or the like. At this time, the on state of the zero flag in the flag register indicates that the second start winning corresponding flag is in the off state. On the contrary, the off state of the zero flag indicates that the second start winning corresponding flag is in the on state. Subsequently, a transfer instruction for setting a table pointer is used to set the second start port winning table (step S106). Then, it is determined whether or not the second start winning corresponding flag is on (step S107). If the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).
[0085] For the start port switch passing process P_TZU_ON in step 104, when the first reserved memory count is less than the upper limit number, an update is performed to add 1 to the first reserved memory count and the total reserved memory count using the first start port winning table set in step S102. Then, the random number MR1-1 for special symbol determination, the random number MR3-2 for losing effect selection, the random number MR3-3 for variable pattern type selection, and the random number MR3-4 for variable pattern are extracted, stored in their respective random number buffers, and then transferred to the first special symbol reserved buffer. Also, using the first reserved memory information designation command transmission table, the first reserved memory information designation command in which the first reserved memory count is designated is made transmissible from the main board 11 to the effect control board 12. And a value indicating "1" as the start port winning designated value is stored in the start port winning buffer.
[0086] For the start port switch passing process P_TZU_ON in step S108, when the second reserved memory count is less than the upper limit number, an update is performed to add 1 to the second reserved memory count and the total reserved memory count using the second start port winning table set in step S106. Then, the random number MR1-1 for special symbol determination, the random number MR3-2 for losing effect selection, the random number MR3-3 for variable pattern type selection, and the random number MR3-4 for variable pattern are extracted, stored in their respective random number buffers, and then transferred to the second special symbol reserved buffer. Also, using the second reserved memory information designation command transmission table, the second reserved memory information designation command in which the second reserved memory count is designated is made transmissible from the main board 11 to the effect control board 12. And a value indicating "2" as the start port winning designated value is stored in the start port winning buffer.
[0087] In steps S104 and S108, it is possible to execute a common start port switch passing process P_TZU_ON. On the other hand, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, while the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls can be achieved through common processes when the game ball enters the first start winning port and when it enters the second start winning port. Note that the start port switch passing process P_TZU_ON may include a winning effect process using the extracted game random number.
[0088] When the second start winning corresponding flag is off corresponding to step S107 (step S107; No), or after the start port switch passing process P_TZU_ON in step S108, a transfer instruction for setting a pointer is used to set a special symbol process processing jump table (step S109). The special symbol process processing jump table is an address management table that enables selection and execution of a process corresponding to the read value of the special symbol process code. The special symbol process code can be updated and set to any one of 00[H] to 0B[H] corresponding to the progress of game control in the pachinko gaming machine 1, and is also referred to as a special figure process code. Here, [H] indicates hexadecimal. Note that [B] may also indicate binary.
[0089] Subsequent to step S109, a transfer instruction for reading memory data is used to load a special symbol process code (step S110). Next, by executing a 2-byte data selection process P_ABXEXEC (step S111), an address of a process selected corresponding to the special symbol process code is acquired. The address acquired at this time is set to a pointer. After this, by executing the process pointed to by the pointer by means of a subroutine call instruction (step S112), the process selected corresponding to the special symbol process code becomes executable. When the process thus selected ends and returns to the special symbol process process P_TPROC by means of a return instruction, this special symbol process process P_TPROC also ends and returns to the game control timer interrupt process P_PCT by means of a return instruction.
[0090] FIG. 7 shows a configuration example TT01 of a special symbol process jump table used in the special symbol process P_TPROC. The special symbol process jump table is configured to include table data that can set the address of a process selected corresponding to a special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process jump table of the configuration example TT01 includes the special symbol normal process P_TNORMAL when the special symbol process code is 00[H], the special symbol variation process P_TSTART when the special symbol process code is 01[H], the special symbol stop process P_TSTOP when the special symbol process code is 02[H], the small hit release pre-process P_TLFAN when the special symbol process code is 03[H], the small hit release in-process P_TLOPEN when the special symbol process code is 04[H], the small hit release post-process P_TLCLSF when the special symbol process code is 05[H], the small hit discharge ball standby process P_TLOUT when the special symbol process code is 06[H], the small hit end process P_TLEND when the special symbol process code is 07[H], the big winning opening pre-process P_TINT when the special symbol process code is 08[H], the big winning opening in-process P_TOPEN when the special symbol process code is 09[H], the big winning opening post-process P_TCLSF when the special symbol process code is 0A[H], and the big win end process P_TEND when the special symbol process code is 0B[H], and includes table data that can set the corresponding address value in the pointer.
[0091] The special symbol normal process P_TNORMAL enables determination of whether to start a special symbol game based on, for example, the presence or absence of stored hold information, determination of the special symbol display result using the random number MR1-1 for special symbol determination, determination of the confirmed special symbol to be stopped in the variable display of the special symbol, and determination of the variation pattern of the special symbol. The special symbol display result includes "big win", "small win", "loss", etc., and when it is determined to be "big win", it is determined to control to a big win game state as an advantageous state for the player. Also, when the display result of the special symbol is "big win", among a plurality of types of big win game states with different degrees of advantage for the player corresponding to the big win symbol that becomes the confirmed special symbol, it is determined which big win game state to control to. Therefore, by executing the special symbol normal process P_TNORMAL, the CPU 103 can determine whether to control to an advantageous state for the player, and can determine which of a plurality of types of advantageous states with different degrees of advantage for the player to control to. Furthermore, by executing the special symbol normal process P_TNORMAL, the CPU 103 can determine to any one of a plurality of types of variation patterns.
[0092] Special symbol variation process P_TSTART measures the elapsed time since the start of special symbol variation in the first special symbol display device 4A and the second special symbol display device 4B, enabling determination of whether the special symbol variation time corresponding to the variation pattern has elapsed. Special symbol stop process P_TSTOP measures the elapsed time since the stop of special symbol variation in the first special symbol display device 4A and the second special symbol display device 4B, enabling determination of whether the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol if it can be set when it is determined in the special symbol variation process P_TSTART that the special symbol variation time has elapsed. When the symbol stop time has elapsed, updates of the special symbol process code and various settings are performed corresponding to the special symbol display result. For example, the special symbol process code can be updated to 08[H] when the special symbol display result is "big win", can be updated to 03[H] when the special symbol display result is "small win", and can be updated to 00[H] when the special symbol display result is "loss".
[0093] The small win release pre - process P_TLFAN, small win release in - process P_TLOPEN, small win release post - process P_TLCLSF, small win payout ball standby process P_TLOUT, and small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The big winning opening pre - process P_TINT, big winning opening in - process P_TOPEN, big winning opening post - process P_TCLSF, and big win end process P_TEND are processes for controlling the progress of the game in the big win game state.
[0094] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board 17 etc., the effect control CPU 120 starts and executes the effect control main process.
[0095] FIG. 8 is a flowchart showing the main process S_MAIN for production control executed by the production control CPU 120 on the production control board 12. When starting the main process S_MAIN for production control shown in FIG. 8, the production control CPU 120 executes a production control initialization process S_INIT (step S71). The production control initialization process S_INIT includes clearing the RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the production control board 12. Subsequently, an initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 back to the initial position and control to perform a predetermined operation check. Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 [ms (milliseconds)], elapses based on the register settings for the timer circuit. Corresponding to the timer interrupt flag being off (step S73; No), step S73 is repeated for waiting.
[0096] Corresponding to the timer interrupt flag being on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), a command analysis process S_COMMAND is executed (step S75), a production control process process S_CPROC is executed (step S76), a production random number update process S_RANDOM is executed (step S77), and a production output process S_OUT is executed (step S78). Then, after executing other timer interrupt corresponding processes (step S79), the process returns to step S73.
[0097] The command analysis process S_COMMAND in step S75 enables reading of the production control commands stored in the buffer for receiving production control commands and performing settings and controls corresponding to the read production control commands. By executing the command analysis process S_COMMAND, the production control CPU 120 can update storage data indicating the state of a flag, storage data in a register, and any other storage data in the work area of the RAM 122, corresponding to the production control commands transmitted from the main board 11. The production control process S_CPROC in step S76 enables control of the execution of productions using various production devices, including, for example, display of production images on the screen of the image display device 5, audio output from the speakers 8L and 8R, lighting or extinguishing of decorative light emitters such as the game effect lamp 9 and the decorative LED, and drive control of the movable body 32. The control content of the production using various production devices may be determined, decided, set, etc., based on the production control commands transmitted from the main board 11 and the execution results of the processes by the production control CPU 120. The production random number update process S_RANDOM in step S77 enables at least a part of the production random numbers used on the production control board 12 side to be updated by executing a program as software.
[0098] Figure 9(A) is a flowchart showing an example of a process executable in step S76 shown in FIG. 8 as the production control process S_CPROC. In the production control process, the production control CPU 120 executes the pre-reading production setting process S_SAKI_SET (step S151). The pre-reading production setting process S_SAKI_SET enables determination, decision-making, setting, etc., regarding the execution of the pre-reading preview production, based on, for example, the production control commands at the time of starting winning transmitted from the main board 11. Further, the pre-reading production setting process S_SAKI_SET enables updating of the hold display based on the number of hold memories specified from the production control commands.
[0099] After the pre-reading effect setting process S_SAKI_SET in step S151, the production control process processing jump table is set by a transfer instruction for setting a pointer (step S152). The production control process processing jump table is an address management table that enables selection and execution of a process corresponding to the read value of the production control process code. The production control process code can be updated and set to any one of 00[H] to 0A[H] corresponding to the progress of production control in the pachinko machine 1, and is also referred to as the production process code. The production control process code is loaded by a transfer instruction for reading stored data (step S153). Corresponding to the production control process code thus obtained, the address of the selected process is set in the production control pointer (step S154). Therefore, by executing the process pointed to by the production control pointer (step S155), the process selected corresponding to the production control process code becomes executable.
[0100] FIG. 9(B) shows a configuration example TT02 of an effect control process jump table used in the effect control process S_CPROC. The effect control process jump table is configured to include table data that can set the address of a process selected corresponding to an effect control process code in a register used as an effect control pointer. The effect control process jump table of the configuration example TT02 includes a variable pattern command wait process when the effect control process code is 00[H], an effect symbol variation start process when the effect control process code is 01[H], an effect symbol variation in-process when the effect control process code is 02[H], an effect symbol variation stop process when the effect control process code is 03[H], a small hit display process when the effect control process code is 04[H], a small hit release in-process when the effect control process code is 05[H], a small hit end effect process when the effect control process code is 06[H], a big hit display process when the effect control process code is 07[H], a round in-process when the effect control process code is 08[H], a post-round process when the effect control process code is 09[H], and a big hit end effect process when the effect control process code is 0A[H], and includes table data that can set the corresponding address value in the effect control pointer.
[0101] The variable pattern command reception waiting process enables determination of whether a variable pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. When it is determined that the variable pattern designation command has been received, the effect control process code is updated to 01[H] corresponding to the effect symbol variation start process. When it is determined that the variable pattern designation command has not been received, the demo display can be controlled. The effect symbol variation start process enables the start of the effect during variation corresponding to the special figure game. For example, corresponding to the variable pattern command transmitted from the main board 11, it enables selection of the effect pattern used for controlling the effect during variation and start of updating the effect process timer for measuring the effect execution time. The effect symbol variation in-process enables control of the switching timing of each effect element constituting the effect pattern and enables determination of whether the effect execution time has elapsed based on the measured value of the effect process timer. When it is determined that the effect execution time has elapsed, the effect control process code is updated to 03[H] corresponding to the effect symbol variation stop process. The effect symbol variation stop process enables end control of the effect during variation and display control of the effect result corresponding to the determined special symbol based on the fact that the end condition of the effect during variation, such as the effect execution time having elapsed or the effect symbol confirmation command having been received, is satisfied. At this time, updates to the effect control process code and various settings are performed corresponding to the display result of the variable display. For example, the effect control process code can be updated to 07[H] when the display result of the variable display is "big win", to 04[H] when the display result of the variable display is "small win", and to 00[H] when the display result of the variable display is "loss".
[0102] The small win display process, small win release in-process, and small win end effect process are processes for controlling the progress of the effect corresponding to the small win game state. The big win display process, during round process, post-round process, and big win end effect process are processes for controlling the progress of the effect corresponding to the big win game state.
[0103] (Modification examples such as basic explanations) The pachinko gaming machine 1 is not limited to the configuration, functions, processes, and operations in the basic description and other descriptions, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not necessarily have to have all the technical features shown in the embodiments, and may have some of the configurations described in the embodiments so as to solve at least one problem in the prior art. In the embodiments, when matters of lower concepts are described, inventions of upper concepts using homologous matters or similar matters, or inventions of upper concepts using common properties are included as the invention of the present application, and may have some of the structures and characteristics described in the embodiments so as to solve at least one problem in the prior art.
[0104] The pachinko gaming machine 1 may be a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, or may be an enclosed type gaming machine that encloses game media and awards points when a winning occurs.
[0105] What is displayed during the variable display of the special symbol may be, for example, only one type of symbol such as a symbol indicating "-", and a variable display may be performed by repeating the display and turning off of this symbol. During the variable display, one type of symbol may be displayed, and this symbol does not have to be displayed when the variable display stops. For example, as a display result, a symbol indicating "-" may not be displayed, and a non-display state without the display of the special symbol may be used.
[0106] The pachinko gaming machine 1 may be configured such that the jackpot winning probability and the payout rate change corresponding to a plurality of set values. For example, in the special symbol normal process of the special symbol process, the jackpot winning probability and the payout rate may be changeable by using different jackpot determination values for each set value that is set. As a specific example, the set value consists of six levels from 1 to 6, and 6 has the highest jackpot winning probability, and the jackpot winning probability decreases as the value becomes smaller in the order of 6, 5, 4, 3, 2, 1. In this case, if 6 is set as the set value, it is most advantageous for the player, and the degree of advantage decreases step by step as the value becomes smaller in the order of 6, 5, 4, 3, 2, 1. If the jackpot winning probability changes according to the set value, the payout rate may also change according to the set value. While the jackpot winning probability is constant regardless of the set value, the number of rounds in the jackpot gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 may be notified by sending a set value designation command from the side of the main board 11 to the side of the effect control board 12. During the execution of the variable display, it may be possible to execute a setting suggestion effect that suggests the set value in the pachinko gaming machine 1 at a predetermined ratio. The suggestion regarding the set value of the pachinko gaming machine 1 is not limited to that which suggests the set value in the pachinko gaming machine 1, and for example, it may be that which suggests whether or not the set value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may be able to suggest the jackpot expectation degree by any effect and also suggest the suggestion regarding the set value of the pachinko gaming machine 1.
[0107] Instead of part or all of the suggestion regarding the control of the jackpot gaming state, or together with part or all of the suggestion regarding the control of the jackpot gaming state, it may be that which gives a suggestion regarding the control of a state advantageous to the player that is different from the jackpot gaming state. For example, it may be that which gives a suggestion regarding the probability variable state that is controlled after the end of the jackpot gaming state. In addition, regarding the state in which any arbitrary gaming value advantageous to the player is given as the advantageous state, it may be that which gives a suggestion according to whether or not it is controlled.
[0108] The invention related to gaming machines is not limited to the pachinko gaming machine 1 and can also be appropriately applied to slot machines. A slot machine is a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of an operation lever by a player, and when the symbols are stopped according to the operation of a stop button by the player and the combination of the stopped symbols becomes a specific combination of symbols, a predetermined number of medals are paid out to the player. In a slot machine, an advantageous state for the player may include, for example, one or more of so-called bonuses such as big bonus, regular bonus, RT, AT, ART, CZ.
[0109] Programs and data for realizing various controls including the progress of the game and the execution of effects may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 by a detachable recording medium, or may be distributed and provided by being installed in advance in a storage device possessed by a computer device or the like. Further, it may be provided with a communication processing unit connectable to an external device on a network via a communication line or the like, and the program and data may be distributed and provided by downloading them from the external device. The execution form of the game and the effect may also be executable by attaching a detachable recording medium, or may be executable by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or may be directly executable using the hardware resources in an external device on a network connected via a communication line or the like, or the game and the effect may be executable by exchanging data with another computer device or the like via a network.
[0110] When comparing various ratios such as the ratio of processing, data determination, and production execution, expressions such as "high", "low", "different", etc. may include the case where one ratio is "0%" or "100%". For example, regarding the determination result or execution content of one party, it may include the case where there is no determination or execution at a ratio of "0%", or the case where there is always determination or execution at a ratio of "100%".
[0111] (Description regarding the feature part 04AK) Next, the feature part 04AK will be described. The playable game states controllable in the pachinko game machine 1 of the feature part 04AK include the normal state, the time-saving state, and the probability-variable state. In addition, as playable game states, there are included, for example, a jackpot game state that can be an advantageous state for the player corresponding to the case where the special figure display result is "jackpot". The time-saving state is accompanied by time-saving control in which the average special figure variation time is shortened compared to the normal state, the average general figure variation time is shortened compared to the normal state, and the probability of "general figure win" in the general figure game becomes higher compared to the normal state. For example, while the general figure win probability is 10% in the normal state, it is increased to 90% in the time-saving state, and it becomes easier for the game ball to win in the second start winning opening of the variable winning ball device 6B. Note that it is not limited to such a mode. For example, in the time-saving state, the opening time of the variable winning ball device 6B may be made longer compared to the normal state so that it becomes easier for the game ball to win in the second start winning opening of the variable winning ball device 6B. Due to such time-saving control accompanied by high-base control in which it becomes easier for the game ball to win in the second start winning opening of the variable winning ball device 6B, the second special figure game by the second special figure display device 4B is more likely to be executed. Therefore, the time-saving state is included in the special state in which variable display of the special figure and the production figure is more likely to be executed than in the normal state.
[0112] The probability of a big win is increased in the probability-variable state compared to the normal state and the time-shortened state. The probability of a big win is the probability that, corresponding to each variable display, in the special figure game, it becomes a "big win" and is controlled to the big win game state as an advantageous state. When being controlled to the probability-variable state, it may be controlled to the time-shortened state as well. Therefore, the probability-variable state is included in a special state where variable displays of special symbols and effect symbols are more likely to be executed than in the normal state.
[0113] In addition to the case where, in the special figure game, it becomes a "big win" and after the big win game ends, it is controlled to the probability-variable state or the time-shortened state, the time-shortened state may also be controlled based on "time-short miss" even when it does not become a "big win" in the special figure game. When it becomes "time-short miss" in the special figure game, the display result of the special symbol is the time-short miss symbol prepared in advance and is derived and displayed. The probability that, corresponding to each variable display, it becomes "time-short miss" in the special figure game and is controlled to the time-shortened state as a special state is also called the time-short miss probability. Furthermore, after the power is turned on to the gaming machine, or after a big win occurs, or after a time-short miss occurs, if no next big win or time-short miss occurs even after a predetermined number of variable displays are completed, it can be controlled to the time-shortened state as a relief time-short. The predetermined number of variable displays may be, for example, 900 times, or any arbitrary number predetermined based on the specifications of the pachinko gaming machine 1.
[0114] In the time-shortened state, control to increase the probability of a general figure win, control to shorten the variation time of the normal symbol, control to lengthen the opening time of the second start winning opening formed in the variable winning ball device 6B, and control to shorten the variation time of the special symbol can be performed. All of these controls may be performed, or some of the controls may not be performed. For example, in the time-shortened state via a big win, the time-shortened state via a time-short miss, and the time-shortened state via a relief time-short, whether to perform any of the controls may be different or the same.
[0115] It is preferable to define the number of variations n until being controlled to the relief time-short and the number of time-shorts N in the relief time-short as follows. 2.5P≦n≦3.0P 0.4P≦N≦3.8P (P = denominator of jackpot probability ML, n = number of operations, N = number of time-saving times) Specifically, for example, when the probability of a big hit is 1 / 300, the number of fluctuations n is 750 to 900, and the number of time-saving times N is 120 to 1140.
[0116] FIG. 10-1 is a front view of the pachinko game machine 1 and the card unit 300 related to the characteristic part 04AK. On the one hand, the pachinko game machine 1 related to the characteristic part 04AK is equipped with the game board 2, the game machine frame 3, the image display device 5, the speakers 8L, 8R, the push button 31B, etc., as in the case of the basic explanation. On the other hand, the ball hitting operation handle, which was provided at the lower right position of the game machine frame 3 in the case of the basic explanation, has been changed in operation method and installation position to become the ball hitting operation part CH030 in the case of the characteristic part 04AK. This ball hitting operation part CH030 is provided at the lower center position of the game machine frame 3.
[0117] In addition, the pachinko game machine 1 related to the characteristic part 04AK has a different configuration from that of the basic explanation. For example, instead of the ball-hitting operation handle in the basic explanation, a lever controller 31C for effects is provided in the lower right protruding part of the frame decoration at the lower right position of the game machine frame 3. A rotating lamp 9A that is included in the game effect lamp 9 and can be turned on is provided at the upper right position of the game machine frame 3. An information display setting panel 40 is provided in the frame decoration below the glass surface of the game machine frame 3. Near the ball-hitting operation handle provided in the ball-hitting operation part CH030, a left air outlet 43HL and a right air outlet 43HR that can blow out air for effects are provided.
[0118] In the case of the characteristic part 04AK, a communication unit 42 is provided above the speaker 8L in the gaming machine frame 3. The communication unit 42 may include a communication circuit that enables wireless or wired communication with the terminal device AK200 held by the player of the pachinko gaming machine 1. The communication unit 42 may be located in any position that enables communication with the terminal device AK200.
[0119] The pachinko gaming machine 1 may be an enclosed circulation type pachinko gaming machine in which the player does not take the game balls by hand and does not replenish the upper tray as a game ball supply tray, and no prize balls or game balls to be held are paid out to the player's hand. The gaming value in the pachinko gaming machine 1 is added to the credit based on a lending operation or the like. Credit is the gaming points available for gaming in the pachinko gaming machine 1, and is also referred to as the number of game balls or the number of gaming balls. The number of game balls corresponding to the added credit number can be displayed by the game ball number display 71 included in the information display setting panel 40. The upper limit value that can be added as the number of game balls corresponding to the credit number may be set within the range of numbers that can be displayed on the game ball number display 71, or the upper limit number may not be set. The number of balls such as the number of game balls, the number of balls held, and the number of balls stored is the gaming points as a gaming value managed electromagnetically, and any gaming value that does not require the use of physical game balls is acceptable. Such a pachinko gaming machine 1 that does not require replenishment or payout of game balls is also referred to as an enclosed gaming machine or a management gaming machine.
[0120] In the feature section 04AK, a card unit 300 is provided in a paired manner with the pachinko gaming machine 1 at a side position such as the right side or the left side of the pachinko gaming machine 1. In this way, it is sufficient that the pachinko gaming machine 1 and the card unit 300 are each installed one-to-one. The card unit 300 can accept visitor cards and membership cards. A visitor card is a gaming recording medium issued to general players who have not registered as members and has a prepaid function. A visitor card is also referred to as a general card. A membership card is a gaming recording medium issued to member players who have registered as members at the game arcade. The visitor card and the membership card can be configured using IC cards.
[0121] The card unit 300 that accepts visitor cards and membership cards has a function of converting the gaming value held by a player identified by the recorded information on the card into the number of gaming balls corresponding to the credit amount. The gaming value here includes prepaid balance, the number of balls in hand, and the number of stored balls. The number of gaming balls corresponding to the credit amount indicates the number of gaming balls that can be launched towards the gaming area and used for gaming, and is data that can be converted into the number of balls in hand. The number of gaming balls corresponding to the credit amount can be generated in exchange for the deduction of prepaid balance, the number of balls in hand, and the number of stored balls. Also, the number of gaming balls corresponding to the credit amount can be updated to increase or decrease corresponding to the result of the player playing a pachinko game on the pachinko machine 1. Generally, while there is an upper limit for the credit amount of a slot machine, the credit amount of the pachinko machine 1 may not have an upper limit. Alternatively, the credit amount of the pachinko machine 1 may also be set to have an upper limit. In this case, the number of gaming balls exceeding the upper limit of the credit amount may be automatically convertible into the number of balls in hand. Alternatively, the concept of credit amount may not be used for the pachinko machine 1, and it may be treated as the number of gaming balls.
[0122] The number of balls in hand is the result of counting and converting the number of gaming balls awarded as points to the player when the player plays a pachinko game on the pachinko machine 1. The card held by the player and accepted by the card unit 300 can record data that can identify the number of balls in hand. When a management device for managing the number of balls in hand is installed in the game parlor, the management device may manage the number of balls in hand. The number of stored balls is the number of balls in hand deposited in the game parlor. When the player obtains a gaming value that becomes a score through gaming, it can be managed as the number of balls in hand on the day of acquisition, and can be managed as the number of stored balls from the day after acquisition. Therefore, on the day of the game, the number of balls in hand can be updated by counting the number of gaming balls. Also, on the day of the game, the number of stored balls can be updated by depositing the number of balls in hand at the game parlor, and this number of stored balls can also be converted into the number of gaming balls and used for gaming from the next day onwards. The number of stored balls may be managed by the hall management computer installed in the game parlor or other management computers as long as it can be managed.
[0123] On the front surface of the card unit 300 shown in FIG. 10-1, there are provided a bill insertion slot 302, a protruding portion 305, a card insertion / exit port 309, an IR photosensor unit 320, a lending button 321, a return button 322, a coin payout button 324, and the like. The bill insertion slot 302 is an opening configured to allow a player to insert bills. The card unit 300 only needs to take in the bills inserted into the bill insertion slot 302 into a currency discriminator to be able to discriminate the authenticity and type of the bills.
[0124] The protruding portion 305 protrudes toward the front side of the player, which is on the front side of the front surface of the card unit 300. On the surface of the protruding portion 305 facing the player, there are provided a display 312 and a replay button 319. The display 312 can display prepaid balance, the number of coins held, the number of game balls corresponding to the credit number, and other various information, and is configured as a transparent touch display whose surface can be touched and operated. The player can instruct the execution of various processes corresponding to the touched item by touching various display items displayed on the display screen of the display 312 with a finger. Thus, the display 312 provided in the card unit 300 can detect actions and operations corresponding to the touch of the display screen by the player. The prepaid balance can be initially set or updated based on the amount paid by the player when obtaining the card or the amount input into the card unit 300, and can also be updated by deducting the number of game balls corresponding to the credit number. The card received by the card unit 300 can record the prepaid balance. The prepaid balance is also referred to as the card balance or simply the balance.
[0125] The replay button 319 enables the execution of a game that becomes a replay game. The replay game can be executed using the number of stored balls specified by the member card ID recorded on the member card received by the card unit 300. The member card ID is also referred to as the card ID or C-ID. In response to the detection of an action or operation that is a pressing operation of the replay button 319, a process is executed to enable a game using the held balls and stored balls. For example, when the number of held balls acquired by the player is recorded on the card received by the card unit 300, it is sufficient to be able to execute a conversion process that makes it usable for the game by the pachinko gaming machine 1 by debiting all or part of the number of held balls and converting it into the number of game balls. When debiting the number of held balls and converting it into the number of game balls in this way, it is also referred to as debiting the number of held balls. On the other hand, when the card received by the card unit 300 is a member card and there is no record of the number of held balls and there is management of the number of stored balls specified by the member card ID, it is sufficient to be able to execute a conversion process that makes it usable for the game by the pachinko gaming machine 1 by debiting all or part of the number of stored balls and converting it into the number of game balls. When debiting the number of stored balls and converting it into the number of game balls in this way, it is also referred to as debiting the number of stored balls. When both the number of held balls and the number of stored balls are recorded corresponding to the card received by the card unit 300, it may be made usable for the game with priority given to debiting the number of held balls. When a held ball payout button 324 different from the replay button 319 is provided, the replay button 319 may be used exclusively for debiting the number of stored balls.
[0126] The card insertion / removal port 309 is configured to be able to insert a membership card or a visitor card, and the inserted membership card or visitor card can be received by the card reader / writer. The card reader / writer can read the information recorded on the received card. The IR photosensitive unit 320 can receive an infrared signal from a remote control held by a casino staff member and convert it into an electronic signal for output. The lending button 321 enables the execution of a game using the prepaid balance recorded on the card received by the card unit 300. For example, in response to the detection of an act or operation that is a pressing operation of the lending button 321, all or part of the prepaid balance recorded on the card received by the card unit 300 is debited, and the number of game balls corresponding to the credit amount is added and updated, thereby executing a conversion process that enables use in the game by the pachinko gaming machine 1. The return button 322 enables the return of the card received by the card unit 300. When the player finishes the game, in response to the detection of an act or operation that is a pressing operation of the return button 322, the determined number of balls held at the end of the game is recorded on the card received by the card unit 300 and can be discharged from the card insertion / removal port 309. The ball payout button 324 enables the execution of a game using the number of balls held corresponding to the card received by the card unit 300. In response to the detection of an act or operation that is a pressing operation of the ball payout button 324, all or part of the number of balls held recorded on the card received by the card unit 300 is debited, and the number of game balls corresponding to the credit amount is added and updated, thereby executing a conversion process that enables use in the game by the pachinko gaming machine 1.
[0127] The pachinko gaming machine 1 can convert the prepaid balance, the number of balls held, and the number of balls stored, which are specified corresponding to the card received by the card unit 300, into the number of game balls corresponding to the number of credits, and fire the corresponding number of game balls to proceed with the game. Thereby, without confusing players who are used to a payout type pachinko gaming machine that receives a loan of game balls and replenishes the game balls in the upper tray which is a ball supply tray and conducts the game using the game balls, it is possible to provide a game by a management gaming machine without replenishment or payout of game balls. In the pachinko gaming machine 1, the game balls launched from the ball launch position toward the game area by the ball launch device either win in one of the winning holes or are collected at the out hole without winning. The game balls that have won in the winning holes or have been collected at the out hole are returned to the ball launch position again through the collection path provided inside the pachinko gaming machine 1.
[0128] Figure 10-2 shows a configuration example of the information display setting panel 40. The information display setting panel 40 is provided with a game ball number display 71 together with a direction selection key 31D, a volume setting button 31E, a light quantity setting button 31F, a lending button 31G, and a counting button 31H. The direction selection key 31D, the volume setting button 31E, the light quantity setting button 31F, the lending button 31G, and the counting button 31H only need to be configured to be able to detect an act or operation that is a pressing operation by the player. The game ball number display 71 is a display that can display the number of game balls corresponding to the number of credits. The game ball number display 71 may also be able to display an error number or the like when an error occurs.
[0129] The direction selection key 31D enables input of instructions corresponding to different directions, such as up, down, left, and right. As an example, when a menu display is performed on the display screen of the image display device 5, various display items can be selected and changed corresponding to the detection of an act or operation that is a pressing operation of the direction selection key 31D. As another example, when the pachinko gaming machine 1 is in a non-game state where the game is not being executed or during the execution of the game except for a specific period, a plurality of production stages in a plurality of production states can be switched corresponding to the detection of an act or operation that is a pressing operation of the direction selection key 31D.
[0130] The volume setting button 31E and the light quantity setting button 31F can change the effect output power in the pachinko machine 1 such as the volume and the light quantity. The volume setting button 31E may be configured to include a + button as a volume increase button for instructing an increase in volume and a - button as a volume decrease button for instructing a decrease in volume. The light quantity setting button 31F may be configured to include a + button as a light quantity increase button for instructing an increase in light quantity and a - button as a light quantity decrease button for instructing a decrease in light quantity. As an example, when it is a non-game state where the game in the pachinko machine 1 is not being executed, or when the game is being executed except for a specific period, it is sufficient that a setting change for increasing or decreasing the volume can be executed for the effect output power in the pachinko machine 1 in response to the detection of an act or operation that is a pressing operation of the volume setting button 31E. As another example, when it is a non-game state where the game in the pachinko machine 1 is not being executed, or when the game is being executed except for a specific period, it is sufficient that a setting change for increasing or decreasing the light quantity can be executed for the effect output power in the pachinko machine 1 in response to the detection of an act or operation that is a pressing operation of the light quantity setting button 31F.
[0131] The lending button 31G enables a game using the prepaid balance, similar to the lending button 321 of the card unit 300. For example, in response to the detection of an act or operation that is a pressing operation of the lending button 31G, it is sufficient that a conversion process can be executed to make it usable for the game by the pachinko machine 1 by deducting all or part of the prepaid balance recorded on the card received by the card unit 300 and adding and updating the number of game balls corresponding to the credit number.
[0132] The count button 31H enables the execution of a counting process that converts the number of game balls corresponding to the credit count into the number of held balls. As an example, it suffices if a counting process can be executed in which, in response to detecting an act or operation where the pressing operation of the count button 31H is less than 1 second, the number of game balls is decremented by 1 and the number of held balls is incremented by 1. As another example, it suffices if a counting process can be executed in which, in response to detecting an act or operation where the pressing operation of the count button 31H is 1 second or more, the number of game balls is decremented by 250 and the number of held balls is incremented by 250. In this way, it is possible to execute a first counting process in which the subtraction update of the number of game balls and the addition update of the number of held balls each progress by 1 in response to detecting an act or operation that is a single press with a short period as the pressing operation of the count button 31H, and it suffices if a second counting process can be executed in which the subtraction update of the number of game balls and the addition update of the number of held balls each progress by 250 in response to detecting an act or operation that is a long press with a long period as the pressing operation of the count button 31H. Note that if, when detecting an act or operation that is a long press of the count button 31H, the number of game balls corresponding to the credit count is less than 250, all of the game balls may be converted into the number of held balls. It may also be possible to execute a continuous counting process in which the number of game balls is repeatedly decremented by 250 and the number of held balls is repeatedly incremented by 250 in response to detecting an act or operation that is a continuous long press for a specific continuous period such as, for example, 5 seconds or more as the pressing operation of the count button 31H.
[0133] Figure 10-3 shows the board configuration etc. of the pachinko gaming machine 1 regarding the feature part 04AK. In the pachinko gaming machine 1, the main board 11, the effect control board 12, the relay board 15, etc. are provided on the back surface of the game board 2, and the game point control board 18A and the launch control board 18B are provided on the back surface of the gaming machine frame 3 that serves as the front frame. The same reference numerals are given to configurations similar to the basic description. For example, the game control microcomputer 100 mounted on the main board 11 may be configured to include a RAM 101, a RAM 102, a CPU 103, a random number circuit 104, and an I / O 105, similar to the basic description. The effect control board 12 may be configured to include an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125, similar to the basic description.
[0134] In addition to the wiring for transmitting video signals to the image display device 5, the effect sound signal as a control signal is transmitted to the audio control board 13, the wiring for transmitting the lighting control signal as a control signal to the lamp control board 14, the wiring for transmitting drive signals to the movable body drive unit 32A and the vibration motors 32B and 32C, the wiring for transmitting control signals to the communication unit 42 and receiving communication signals, the wiring for transmitting control signals to the blower unit 43, and other wiring capable of transmitting control signals to any effect device may be connected to the effect control board 12. Further, in addition to the wiring through which the detection signal from the push sensor 35B is transmitted corresponding to the detection of the act or operation that is the pressing operation of the player using the push button 31B, the detection signal from the lever sensor 35C is transmitted corresponding to the detection of the act or operation that is the pushing or pulling operation of the player using the lever controller 31C, the detection signal from the direction selection sensor 35D is transmitted corresponding to the detection of the act or operation that is the pressing operation of the player using the direction selection key 31D, the detection signal from the volume setting sensor 35E is transmitted corresponding to the detection of the act or operation that is the pressing operation of the player using the volume setting button 31E, the detection signal from the light quantity setting sensor 35F is transmitted corresponding to the detection of the act or operation that is the pressing operation of the player using the light quantity setting button 31F, and other wiring capable of transmitting the detection signal from any effect sensor or effect switch may be connected to the effect control board 12.
[0135] The game point control board 18A only needs to have a configuration capable of executing control and processing related to the number of game balls as the game value held by the player. For example, the game point control board 18 is equipped with a microcomputer 180 for game point control that serves as a game point control unit. The microcomputer 180 for game point control may be configured with a ROM, a RAM, a CPU, an I / O, etc., as long as it has a configuration similar to that of the game control microcomputer 100. The game point control board 18A only needs to have wiring for transmitting and receiving control signals to and from the emission control board 18B, wiring for transmitting control signals to the game ball number display 71, etc. connected to it. In addition, the game point control board 18A has wiring for transmitting a detection signal corresponding to the detection of an action or operation that is the pressing operation of the player using the lending button 31G, wiring for transmitting a detection signal corresponding to the detection of an action or operation that is the pressing operation of the player using the counting button 31H, wiring for transmitting a detection signal from the ball number update sensor 31I, and wiring capable of transmitting a detection signal from any other detection sensor or detection switch.
[0136] The ball number update sensor 31I may include an out ball sensor, a foul ball sensor, and a launched ball sensor. For example, the launched ball sensor of the ball number update sensor 31I only needs to be able to detect the game balls launched by the ball launching device included in the ball hitting and launching unit 70. When a game ball is detected by this launched ball sensor, the CPU of the microcomputer 180 for game point control only needs to be able to execute an update process for subtracting and updating the number of game balls. The ball hitting and launching unit 70 may be configured to include a ball hitting operation unit CH030 in addition to the ball launching device.
[0137] The launch control board 18B controls the launch device included in the ball launch unit 70 to enable the launch of game balls. For example, the launch control board 18B can drive the launch motor and the launch solenoid of the launch device by outputting an excitation signal to the launch motor and the launch solenoid of the launch device. When the launch control board 18B detects that the player's hand or finger is touching the launch operation handle in the launch operation unit CH030, it is sufficient that the launch motor and the launch solenoid can be driven. From the game point control board 18A to the launch control board 18B, it is sufficient that a launch control signal and a launch permission signal can be output. The launch control signal may be transmitted from the launch operation unit CH030 included in the ball launch unit 70 to the launch control board 18B.
[0138] In the pachinko gaming machine 1, the game point control board 18A is connected to the card unit 300, for example, using PIF wiring. The PIF wiring may be configured to include a signal line capable of providing a ground voltage, a signal line usable for transmitting connection confirmation information, a signal line usable for transmitting lending response information, counting information, and gaming machine information, a signal line usable for transmitting lending information, a signal line capable of providing a power supply voltage, etc., corresponding to the wiring numbers.
[0139] Figure 10-4 shows a configuration example of the special figure display result determination table. This special figure display result determination table includes the special figure display result determination table 04AKT01 for the first special symbol shown in Figure 10-4(A) and the special figure display result determination table 04AKT02 for the second special symbol shown in Figure 10-4(B). The first special symbol is a special symbol that becomes the first special figure variably displayed on the first special symbol display device 4A. The second special symbol is a special symbol that becomes the second special figure variably displayed on the second special symbol display device 4B. The special figure display result determination table 04AKT01 for the first special symbol is referred to for determining the special figure display result when the first special figure game by the first special symbol display device 4A is executed. The special figure display result determination table 04AKT02 for the second special symbol is referred to for determining the special figure display result when the second special figure game by the second special symbol display device 4B is executed.
[0140] As shown in FIGS. 10-4(A) and 10-4(B), in both the case of executing the variable display of the first special symbol and the case of executing the variable display of the second special symbol, the determination ratio of the special symbol display result being a "big win" when in the non-probability-variable state is "205 / 65536". Therefore, the big win probability in the first special symbol game or the second special symbol game when in the non-probability-variable state is "205 / 65536", which is approximately 1 / 320. The non-probability-variable state is a low-probability state corresponding to the case of "none" where probability-variable control is not performed, and includes the normal state and the time-saving state.
[0141] In both the case of executing the variable display of the first special symbol and the case of executing the variable display of the second special symbol, the determination ratio of the special symbol display result being a "big win" when in the probability-variable state is "2050 / 65536". Therefore, the big win probability in the first special symbol game or the second special symbol game when in the probability-variable state is "2050 / 65536", which is approximately 1 / 32. The probability-variable state is a high-probability state corresponding to the case of "yes" where probability-variable control is performed, and in this example, the big win probability is increased by a factor of 10 compared to the non-probability-variable state. The magnification or ratio by which the big win probability is increased compared to the non-probability-variable state when in the probability-variable state may be arbitrarily set based on the specifications of the pachinko machine 1.
[0142] As shown in FIG. 10-4(A), when executing the variable display of the first special symbol, the determination ratio of the special symbol display result being "time shortening deviation" is the common "164 / 65536" when in the sure-win state and when in the non-sure-win state. Therefore, the time shortening deviation probability in the first special symbol game when in the non-sure-win state or the sure-win state is "164 / 655356", which is approximately 1 / 400. As shown in FIG. 10-4(B), when executing the variable display of the second special symbol, the determination ratio of the special symbol display result being "time shortening deviation" is the common "328 / 65536" when in the sure-win state and when in the non-sure-win state. Therefore, the time shortening deviation probability in the second special symbol game when in the non-sure-win state or the sure-win state is "328 / 65536", which is approximately 1 / 200. The time shortening deviation probability is common when in the sure-win state and when in the non-sure-win state, and is different between the case of executing the first special symbol game and the case of executing the second special symbol game. In contrast, the time shortening deviation probability may be configured to be different when in the sure-win state and when in the non-sure-win state. Alternatively, the time shortening deviation probability may be configured to be common between the case of executing the first special symbol game and the case of executing the second special symbol game. For example, the time shortening deviation probability in the first special symbol game may be configured to be a higher probability than the time shortening deviation probability in the second special symbol game.
[0143] All or part of the jackpot probability and the probability of deviation from the shortened time may be set to different probabilities corresponding to a plurality of set values configured to be adjustable in the pachinko gaming machine 1. For example, the pachinko gaming machine 1 may be configured to be able to be set and changed in six levels from "1" to "6" as a plurality of set values with different degrees of advantage for the player, and execute a setting confirmation process and a setting change process at the time of power-on, and it may be possible to confirm the current set value or change the set value. In addition, it may be configured to be able to be set and changed in 2 to 5 levels, or configured to be able to be set and changed in 7 or more levels. In a configuration that can be set and changed in six levels, in the case of the set value "1", the jackpot probability is the lowest, which is the most disadvantageous setting for the player. The jackpot probability increases in the order of the set value "2", the set value "3", the set value "4", and the set value "5". In the case of the set value "6", the jackpot probability is the highest, which may be the most advantageous setting for the player. When configuring the jackpot probability to be different according to the set value while keeping the probability of deviation from the shortened time constant, the number of determination values for each set value may be made consistent by varying the probability of no deviation from the shortened time corresponding to the case where the special figure display result is "deviation" with the set values "1" to "6".
[0144] FIG. 10-5 shows a configuration example of the jackpot type determination table 04AKT03. The jackpot type determination table 04AKT03 is referred to for determining the jackpot type using the random number MR1-2 for the winning symbol when the special figure display result is "jackpot". In the configuration example shown in FIG. 10-5, the jackpot types include "normal jackpot", "probability variation jackpot", and "sudden probability variation jackpot".
[0145] The big win type determination table 04AKT03 can determine the big win type based on the table data corresponding to "First" for the special symbol when the first special symbol is variably displayed, and can determine the big win type based on the table data corresponding to "Second" for the special symbol when the second special symbol is variably displayed. When the big win type is "Normal Big Win", it is controlled to the big win gaming state for 15 rounds, and after the end of the big win gaming state, it shifts to the time-saving state. When shifting to this time-saving state, 100 variable displays are executed, or the time-saving state is maintained until the next big win occurs. When the big win type is "Probability-Variable Big Win", it is controlled to the big win gaming state for 15 rounds, and after the end of the big win gaming state, it shifts to the probability-variable state. When shifting to this probability-variable state, 100 variable displays are ended, or the probability-variable state is maintained until the next big win occurs. When the big win type is "Sudden Probability-Variable Big Win", it is controlled to the big win gaming state for 2 rounds, and after the end of the big win gaming state, it shifts to the probability-variable state. When shifting to this probability-variable state, 100 variable displays are ended, or the probability-variable state is maintained until the next big win occurs. When being controlled to the probability-variable state, it may be controlled to the time-saving state as well.
[0146] When the big win type is "Normal Big Win" or "Probability-Variable Big Win", in each of the 15 rounds of the big win game, until 29 seconds have elapsed, or until a predetermined number of game balls, such as 10, are won, the big winning opening is controlled to the open state. Therefore, when the big win type is "Normal Big Win" or "Probability-Variable Big Win", the big winning opening is opened for a long period 15 times. When the big win type is "Sudden Probability-Variable Big Win", in each of the 2 rounds of the big win game, the big winning opening is controlled to the open state for an extremely short 0.5 seconds. Therefore, when the big win type is "Sudden Probability-Variable Big Win", the big winning opening is opened for a short period 2 times, and substantially no winning in the big winning opening can be expected, making it seem like a sudden shift to the probability-variable state.
[0147] When the variable display of the first special symbol is executed and results in a big win according to the big win type determination table 04AKT03, it is determined to be a "normal big win" with a 40% probability, a "probability-variable big win" with a 40% probability, and a "sudden probability-variable big win" with a 20% probability. When the variable display of the second special symbol is executed and results in a big win according to the big win type determination table 04AKT03, it is determined to be a "normal big win" with a 40% probability, a "probability-variable big win" with a 55% probability, and a "sudden probability-variable big win" with a 5% probability.
[0148] Figure 10-6 shows a configuration example of the short-time type determination table 04AKT04. The short-time type determination table 04AKT04 is referred to for determining the short-time type using a random number similar to the random number MR1-2 for the winning symbol when the special figure display result is "short-time deviation". In the configuration example shown in Figure 10-6, the short-time types include "short-time deviation A", "short-time deviation B", and "short-time deviation C".
[0149] The short-time type determination table 04AKT04 can determine the short-time type based on the table data corresponding to "First" when the first special symbol is variably displayed, and can determine the short-time type based on the table data corresponding to "Second" when the second special symbol is variably displayed. In this example, when in the normal state, it is controlled to the short-time state with 100 short-time counts corresponding to the short-time type of "Short-time deviation A", controlled to the short-time state with 50 short-time counts corresponding to the short-time type of "Short-time deviation B", and controlled to the short-time state with 30 short-time counts corresponding to the short-time type of "Short-time deviation C". Also, when in the short-time state, it is controlled to the short-time state until the next big win corresponding to the short-time type of "Short-time deviation A", controlled to the short-time state with 200 short-time counts corresponding to the short-time type of "Short-time deviation B", and controlled to the short-time state with 100 short-time counts when it becomes "Short-time deviation C". When in the sure-win state, there is no determination of short-time deviation. Even during the short-time state due to the relief short-time, there is no determination of short-time deviation. The short-time count in the case of short-time deviation can be arbitrarily set based on the specifications of the pachinko machine 1. For example, even when the same short-time deviation symbol is derived and displayed, it may be configured to be controlled with a common short-time count of 100 times when in the normal state and when in the short-time state. Or, even when the same short-time deviation symbol is derived and displayed, it may be configured to be controlled to 100 short-time counts when in the normal state and to 0 short-time counts when in the short-time state, and fall from the short-time state to the normal state.
[0150] When the variable display of the first special symbol is executed and the special symbol display result is "short-time deviation", and when the variable display of the second special symbol is executed and the special symbol display result is "short-time deviation", in both cases, it is determined as "short-time deviation A" with a probability of 1 / 3, determined as "short-time deviation B" with a probability of 1 / 3, and determined as "short-time deviation C" with a probability of 1 / 3. The determination probability of the short-time type may be arbitrarily set based on the specifications of the pachinko machine 1. For example, when the special symbol display result by the variable display of the first special symbol is "short-time deviation", while increasing the determination probability that the short-time type is "short-time deviation C", when the special symbol display result by the variable display of the second special symbol is "short-time deviation", it may be configured to increase the determination probability that the short-time type is "short-time deviation A". In this way, the determination ratio of the short-time type may be made different between the first special symbol game and the second special symbol game. When it is possible to determine the special symbol display result as "short-time deviation" even during the short-time state via the relief short-time, it may be configured not to overwrite the short-time count counter etc. uniformly even if there is a short-time deviation, or it may be configured such that there are cases where the short-time count counter etc. are overwritten and cases where they are not overwritten depending on the type of the short-time deviation symbol.
[0151] Figures 10-7 and 10-8 show a configuration example of a variation pattern table in the feature unit 04AK. This variation pattern table includes a variation pattern table A for jackpot shown in Fig. 10-7(A), a variation pattern table B for deviation in the normal state shown in Fig. 10-7(B), a variation pattern table C for deviation in the short-time state via jackpot shown in Fig. 10-7(C), a variation pattern table D for deviation in the short-time state via short-time deviation shown in Fig. 10-7(D), a variation pattern table E for deviation in the short-time state via relief short-time shown in Fig. 10-8(E), variation pattern tables F and G for deviation within 10 variations immediately before relief short-time shown in Fig. 10-8(F) and (G), and a variation pattern table H for deviation in the sure-win state shown in Fig. 10-8(H). The variation pattern table F shown in Fig. 10-8(F) is a variation pattern table for immediately before relief short-time selected when the number of stored holds is 3 or less. The variation pattern table G shown in Fig. 10-8(G) is a variation pattern table for immediately before relief short-time selected when the number of stored holds is 4 or more. The number of stored holds here may be, for example, the total number of stored holds obtained by adding the first stored hold number and the second stored hold number. Even in the sure-win state or the short-time state, if the number of stored holds is not 1 or more and there is no stored hold, the variation pattern may be determined using the variation pattern table B.
[0152] According to the variation pattern table A in Fig. 10-7(A), the variation pattern in the case of a big win is determined to be any one of variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), and variation pattern PA2-3 (super reach β). According to the variation pattern table B in Fig. 10-7(B), the variation pattern in the case of a deviation in the normal state is determined to be any one of variation pattern PA1-1 (normal variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), and variation pattern PA2-3 (super reach β). According to the variation pattern table C in Fig. 10-7(C), the variation pattern in the case of a deviation in the time-shortened state controlled via a big win is determined to be any one of variation pattern PA1-2 (ultra-shortened variation), variation pattern PA1-3 (shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), and variation pattern PA2-3 (super reach β). According to the variation pattern table D in Fig. 10-7(D), the variation pattern in the case of a deviation in the time-shortened state controlled via a time-shortened deviation is determined to be any one of variation pattern PA1-2 (ultra-shortened variation), variation pattern PA1-3 (shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), and variation pattern PA2-3 (super reach β).
[0153] According to the variation pattern table E in FIG. 10-8(E), the variation patterns in the case of deviation during the short-time state controlled via the short-time relief are determined to be any one of variation pattern PA1-4 (ultra-shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), and variation pattern PA2-3 (super reach β). As shown in FIGS. 10-7(C), 10-7(D), and 10-8(E), when in the short-time state, the ratios of determination of variation pattern PA1-2 (shortened variation), variation pattern PA1-3 (shortened variation), and variation pattern PA1-4 (ultra-shortened variation) are high, and the average variation time is shorter compared to the normal state. Even in the same short-time state, when it is the short-time state controlled via the short-time deviation, the selection probability of variation pattern PA1-2 (shortened variation) is as high as 80% compared to when it is the short-time state controlled via the big win, and the average variation time is shorter. When it is the short-time state controlled via the short-time relief, the selection ratio of variation pattern PA1-4 (ultra-shortened variation) is as high as 90%, and the average variation time is even shorter compared to when it is the short-time state controlled via the short-time deviation or the big win.
[0154] According to the variation pattern table F in Fig. 10-8(F), among the cases where a deviation occurs within 10 variations immediately before the time-saving occurs and the number of stored memories is 3 or less, the variation pattern is determined to be either variation pattern PA1-3 (shortened variation) or variation pattern PA2-1 (normal reach), and the probability of being determined as variation pattern PA1-3 (shortened variation) is as high as 95%. According to the variation pattern table G in Fig. 10-8(G), among the cases where a deviation occurs within 10 variations immediately before the time-saving occurs and the number of stored memories is 4 or more, the variation pattern is determined to be either variation pattern PA1-1 (normal variation) or variation pattern PA2-1 (normal reach), and the probability of being determined as variation pattern PA1-1 (normal variation) is as high as 95%. In the cases where a deviation occurs within 10 variations immediately before the time-saving occurs, since there is no case where the variation pattern is determined to be variation pattern PA2-2 (super reach α) or variation pattern PA2-3 (super reach β), the super reach is not executed. According to the variation pattern table H in Fig. 10-8(H), the variation pattern in the case of deviation during the probability-variable state is determined to be any one of variation pattern PA1-2 (ultra-shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), and variation pattern PA2-3 (super reach β). Also, when in the probability-variable state, the variation pattern PA1-2 (ultra-shortened variation) is determined with a high probability of 90%, and the average variation time is shorter than when in the time-saving state.
[0155] The variable pattern table may be arbitrarily set based on the specifications of the pachinko gaming machine 1. For example, when the time reduction state is deviated and then controlled back to the time reduction state during the time reduction state, a configuration may be adopted in which the variable pattern is determined using a table similar to the variable pattern table C for the case of deviation when in the time reduction state controlled via the jackpot shown in Fig. 10-7(C). For example, corresponding to the time reduction type "time reduction deviation A" when in the time reduction state, a configuration may be adopted in which the variable pattern is determined using a table similar to the variable pattern table C for the case of deviation when in the time reduction state controlled via the jackpot shown in Fig. 10-7(C), limited to the case where the time reduction state continues until the next jackpot when a time reduction deviation occurs.
[0156] As shown in Fig. 10-8(E), during the time reduction state controlled via the relief time reduction, the selection ratio of the variable pattern PA1-4 of the extremely ultra-shortened variation of 1.5 seconds is high, and since the digestion speed of the variable display is fast, the types of executable preview effects and predictive preview effects are few. Therefore, when in the time reduction state via the relief time reduction, an effect of displaying an effect image at the end of the display screen of the image display device 5, an effect of lighting a lamp or an LED, an effect of outputting a predetermined effect sound or a variation stop sound different from the normal one, etc. may be executed. During the time reduction state controlled via the relief time reduction, instead of the variable pattern table E in Fig. 10-8(E), a configuration may be adopted in which the variable pattern is determined using the variable pattern table C for the deviation when in the time reduction state via the jackpot in Fig. 10-7(C). When a deviation occurs within 10 variations immediately before the relief time reduction, the variable pattern table may be switched so that the reach ratio gradually decreases as the remaining number of variations until the relief time reduction decreases, or the variable pattern table may be switched only in the case of a segmented number of variations such as 100 or 200 remaining variations to make it possible to suggest the remaining number of variations.
[0157] Figures 10-9 and 10-10 show a configuration example of a production control command. The production control command is sent by the CPU 103 provided in the game control microcomputer 100 of the main board 11 and transmitted to the production control CPU 120 of the production control board 12. The production control command includes a command 80XX[H] that becomes a variable pattern command. The variable pattern command specifies the variable pattern of the production symbol that is variably displayed on the image display device 5 corresponding to the variable display of the special symbol. The production control command that specifies the variable pattern is also a command for specifying the start of the variable display. When the production control CPU 120 receives the variable pattern command, it controls the image display device 5 to start the variable display of the production symbol.
[0158] The production control command includes a command 9000[H] that becomes a display result 1 specification command, a command 9001[H] that becomes a display result 2 specification command, a command 9002[H] that becomes a display result 3 specification command, a command 9003[H] that becomes a display result 4 specification command, a command 9004[H] that becomes a display result 5 specification command, a command 9005[H] that becomes a display result 6 specification command, and a command 9006[H] that becomes a display result 7 specification command. The display result 1 specification command specifies that the display result of the variable display is a non-time-short miss, and becomes a miss specification command. The display result 2 specification command specifies that the display result of the variable display is a time-short miss A, and becomes a time-short miss A specification command. The display result 3 specification command specifies that the display result of the variable display is a time-short miss B, and becomes a time-short miss B specification command. The display result 4 specification command specifies that the display result of the variable display is a time-short miss C, and becomes a time-short miss B specification command. The display result 5 specification command specifies that the display result of the variable display is a normal big win, and becomes a normal big win specification command. The display result 6 specification command specifies that the display result of the variable display is a certain variable big win, and becomes a certain variable big win specification command. The display result 7 specification command specifies that the display result of the variable display is a sudden certain variable big win, and becomes a sudden certain variable big win specification command.
[0159] The performance control commands include command 95XX[H] which is the command for specifying the number of short times during rescue 1, and command 96XX[H] which is the command for specifying the number of short times during rescue 2. The command for specifying the number of short times during rescue 1 specifies the number of times of 126 times or less as the remaining number of fluctuations until the short time during rescue. The command for specifying the number of short times during rescue 2 specifies the number of times in units of 100 as the remaining number of fluctuations until the short time during rescue. The EXT data of the command for specifying the number of short times during rescue 1 is set to the value corresponding to the number of times when the remaining number of variable display times until the short time during rescue is 126 times or less. For example, when the remaining number of variable display times until the short time during rescue is 1 time, command 9501[H] is transmitted as the command for specifying the number of short times during rescue 1. When the remaining number of variable display times until the short time during rescue is 126 times, command 957E[H] is transmitted as the command for specifying the number of short times during rescue 1. When the remaining number of variable display times until the short time during rescue is 127 times or more, the maximum value of 7E[H] is set in the EXT data of the command for specifying the number of short times during rescue 1, and command 957F[H] is uniformly transmitted. The EXT data of the command for specifying the number of short times during rescue 2 is set to the value corresponding to the number of times when the remaining number of variable display times until the short time during rescue is the number of times in units of 100. For example, when the remaining number of variable display times until the short time during rescue is 100 times, command 9601[H] is transmitted as the command for specifying the number of short times during rescue 2. When the remaining number of variable display times until the short time during rescue is 800 times, command 9608[H] is transmitted as the command for specifying the number of short times during rescue 2. Note that the two commands may be combined and transmitted so that even in the case of the remaining number of times of 127 times or more, it can be transmitted in units of 1 time and specified.
[0160] The performance control command includes command 97XX[H] which becomes the recovery relief time reduction count specification command. The recovery relief time reduction count specification command only needs to be able to specify which of a plurality of ranges divided in units of 100 times the remaining variable display count until the relief time at power recovery is included. The EXT data of the recovery relief time reduction count specification command is set to a value corresponding to the remaining variable display count until the relief time at power recovery being within a specific number of fluctuations using the number of times in units of 100 times. For example, when the remaining variable display count until the relief time at power recovery is 100 times or less, command 9701[H] is transmitted as the recovery relief time reduction count specification command. When the remaining variable display count until the relief time at power recovery is 701 times or more and 800 times or less, command 9708[H] is transmitted as the recovery relief time reduction count specification command.
[0161] The performance control command includes command A000[H] which becomes the first symbol determination A specification command, command A001[H] which becomes the first symbol determination B specification command, command A002[H] which becomes the first symbol determination C specification command, command A100[H] which becomes the second symbol determination A specification command, command A101[H] which becomes the second symbol determination B specification command, and command A102[H] which becomes the second symbol determination C specification command. The first symbol determination A specification command specifies that the symbol determination period is 20 seconds when the variable display of the first special symbol stops. The first symbol determination B specification command specifies that the symbol determination period is 10 seconds when the variable display of the first special symbol stops. The first symbol determination C specification command specifies that the symbol determination period is 0.5 seconds when the variable display of the first special symbol stops. The second symbol determination A specification command specifies that the symbol determination period is 20 seconds when the variable display of the second special symbol stops. The second symbol determination B specification command specifies that the symbol determination period is 10 seconds when the variable display of the second special symbol stops. The second symbol determination C specification command specifies that the symbol determination period is 0.5 seconds when the variable display of the second special symbol stops.
[0162] The performance control commands include command B000[H] which serves as the jackpot start designation command, command B001[H] which serves as the jackpot end designation command, command B1XX[H] which serves as the display command during the opening of the big winning port, command B2XX[H] which serves as the display command after the opening of the big winning port, and command B400[H] which serves as the big winning port winning designation command. The jackpot start designation command designates the start of the jackpot game and serves as the fanfare designation command. The jackpot end designation command designates the end of the jackpot game and serves as the ending designation command. The display command during the opening of the big winning port designates the display during the round of the jackpot game, and the number of rounds to be displayed is set by EXT data. The display command after the opening of the big winning port designates the display of the interval between rounds as the display after the round of the jackpot game. The big winning port winning designation command designates that a game ball has won in the big winning port.
[0163] The performance control commands include command C000[H] which serves as the first reserved memory number addition designation command, command C001[H] which serves as the second reserved memory number addition designation command, command C100[H] which serves as the first reserved memory number subtraction designation command, and command C101[H] which serves as the second reserved memory number subtraction designation command. The first reserved memory number addition designation command designates that the first reserved memory number has increased by 1. The second reserved memory number addition designation command designates that the second reserved memory number has increased by 1. The first reserved memory number subtraction designation command designates that the first reserved memory number has decreased by 1. The second reserved memory number subtraction designation command designates that the second reserved memory number has decreased by 1.
[0164] The performance control commands include command E000[H] which is a normal state designation command, command E001[H] which is a short-time state A designation command, command E002[H] which is a short-time state B designation command, command E003[H] which is a short-time state C designation command, and command E004[H] which is a probability variable state designation command. The normal state designation command designates that the game state is controlled to the normal state. The short-time state A designation command designates that the game state is controlled to the short-time state when the jackpot game ends. The short-time state B designation command designates that the game state is controlled to the short-time state when the short-time deviation occurs. The short-time state C designation command designates that the game state is controlled to the short-time state during the relief short-time. The probability variable state designation command designates that the game state is controlled to the probability variable state.
[0165] The performance control commands include command E100[H] which is a right hit notification start designation command and command E101[H] which is a right hit notification end designation command. The right hit notification start designation command designates to start the right hit notification. The right hit notification end designation command designates to end the right hit notification.
[0166] When the performance control CPU 120 mounted on the performance control board 12 receives a performance control command from the game control microcomputer 100 mounted on the main board 11, it can change the display state of the image display device 5 according to the content of the received command, can change the display state of the lamp, and can output sound number data to the audio control board 13. Other performance control commands may be transmitted from the main board 11 to the performance control board 12. For example, it is sufficient if more detailed performance control commands related to the jackpot game can be transmitted. Also, performance control commands indicating the game state, such as an initialization command, may be transmitted.
[0167] Figures 10-11 are flowcharts showing the main processing P_MAIN for game control executed in the feature unit 04AK. Among the processes shown in FIGS. 10-11, the processes of steps S1 to S5 and the processes of steps S6 to S11 are the same as the processes in the basic explanation. In the feature unit 04AK, after the backup time setting process P_BACKUP_SET in step S4 is executed, after the recovery time relief short number designation command is transmitted (step 04AKS01), the process proceeds to step S6. Also, in the feature unit 04AK, after the initialization time setting process P_INIT_SET in step S5 is executed, after setting 900 as the initial value of the relief short number count at the time of recovery (step 04AKS02), the process proceeds to step S6.
[0168] The CPU 103 of the game control microcomputer 100 acquires the value of the relief short number counter for counting the remaining variable display times until the time of relief in step 04AKS01. Then, control is performed to transmit a recovery time relief short number designation command in which EXT data corresponding to the current value of the relief short number counter is set, to the effect control CPU 120 of the effect control board 12. For example, when the current value of the relief short number counter is 100 or less, the CPU 103 performs control to transmit command 9701[H] as the recovery time relief short number designation command. Alternatively, when the current value of the relief short number counter is 701 or more and 800 or less, the CPU 103 performs control to transmit command 9708[H] as the recovery time relief short number designation command. In this way, when the initialization time setting process P_INIT_SET in step S5 including the RAM clear process is not executed at the time of power-on of the pachinko game machine 1 and the backup time setting process P_BACKUP_SET in step S4 is executed as the recovery process, the recovery time relief short number designation command is transmitted and the remaining variable display times until the current relief short time are notified. The recovery time relief short number designation command may be included in the recovery time commands that can be transmitted by the backup time setting process P_BACKUP_SET in step S4. For example, the EXT data of the power-on designation command may be configured to be able to set a value corresponding to the remaining variable display times until the time of relief short.
[0169] In step 04AKS02, the CPU 103 of the game control microcomputer 100 sets 900 in the relief short-time counter. Therefore, after the initialization setting process P_INIT_SET of step S5 including the RAM clear process is executed when the pachinko game machine 1 is powered on, if 900 variable displays are executed and neither a big win nor a short-time miss occurs, it becomes a relief short-time and is controlled to be in a short-time state. The initialization setting process P_INIT_SET of step S5 only needs to be able to specify the initial value set in the relief short-time counter by the transmission setting of the effect control command instructing initialization.
[0170] After the initialization setting process P_INIT_SET of step S5 including the RAM clear process is executed, it may be configured so that the initial setting of the relief short-time counter is not performed by step 04AKS02. In this case, since the game can be started from the continued state of the value of the relief short-time counter of the previous day, the investment amount until it becomes a relief short-time can be reduced, and it is possible to prevent it from being disadvantageous to the player.
[0171] In step S3, when the clear signal corresponding to the operation of the clear switch 92 is in the on state and the recovery condition is not satisfied, the relief short-time count initial value may not be set in step 04AKS02. On the contrary, in step S3, when the recovery condition is not satisfied in response to the abnormality of the backup RAM due to the absence of normal stored data in the checksum buffer or the abnormal stored content in the RAM 102 as the backup RAM, the relief short-time count initial value may be set in step 04AKS02.
[0172] Figures 10-12 and 10-13 are flowcharts showing an example of a process executable as the special symbol normal process P_TNORMAL. The special symbol normal process P_TNORMAL is included in the processes that can be called from the special symbol process process P_TPROC shown in FIG. 6, and is executable at step S112 when the special symbol process code is 00[H]. When this process is executed, the CPU 103 determines whether the value of the total reserved storage number is 0 (step 100IWS51). Specifically, the count value of the total reserved storage number counter for counting the total of the first reserved storage number and the second reserved storage number is obtained, and it is determined whether the value is 0. If the total reserved storage number is 0 (step 100IWS51; Y), the special symbol normal process P_TNORMAL ends.
[0173] If the accumulated suspended memory count is not zero corresponding to step 100IWS51 (step 100IWS51; N), the CPU 103 determines whether the second suspended memory count is zero (step 100IWS52). Specifically, it determines whether the value of the second suspended memory count counter for counting the second suspended memory count is zero. If the second suspended memory count is not zero (step 100IWS52; N), the CPU 103 sets data indicating "second" in the special symbol pointer (step 100IWS53). The special symbol pointer is a flag indicating whether the special symbol process is being performed on the first special symbol or the special symbol process P_TPROC is being performed on the second special symbol. When the second suspended memory count is zero and only the first suspended memory count is 1 or more (step 100IWS52; Y), data indicating "first" is set in the special symbol pointer (step 100IWS54). By executing the processes of steps 100IWS52 to 100IWS54, the second start condition for starting the variable display of the second special symbol is controlled to be established prior to the first start condition for starting the variable display of the first special symbol. Therefore, the variable display of the second special symbol is executed prior to the variable display of the first special symbol. Note that the variable display of the first special symbol and the variable display of the second special symbol may be configured to be executed in the order in which the game balls win in the first start winning opening and the second start winning opening.
[0174] Next to steps 100IWS53 and 100IWS54, the CPU 103 reads out each random number value stored in the storage area corresponding to reserved storage number = 1 in the first reserved storage number buffer and the second reserved storage number buffer provided in the RAM 102, and stores it in the random number buffer area of the RAM 102 (step 100IWS55). Specifically, when the special symbol pointer indicates "first", each random number value stored in the storage area corresponding to the first reserved storage number = 1 in the first reserved storage number buffer is read out and stored in the random number buffer area of the RAM 102. When the special symbol pointer indicates "second", each random number value stored in the storage area corresponding to the second reserved storage number = 1 in the second reserved storage number buffer is read out and stored in the random number buffer area of the RAM 102.
[0175] Following step 100IWS55, the CPU 103 subtracts 1 from the count value of the reserved storage number counter corresponding to the special symbol pointer, and shifts the content of each storage area (step 100IWS56). For example, when the special symbol pointer indicates "first", the count value of the first reserved storage number counter is subtracted by 1, and the content of each storage area in the first reserved storage number buffer is shifted. When the special symbol pointer indicates "second", the count value of the second reserved storage number counter is subtracted by 1, and the content of each storage area in the second reserved storage number buffer is shifted. As a result, each random number value stored in the storage area corresponding to the first reserved storage number = n (n = 2, 3, 4) in the first reserved storage number buffer of the RAM 102 is stored in the storage area corresponding to the first reserved storage number = n - 1 when the special symbol pointer indicates "first". Alternatively, each random number value stored in the storage area corresponding to the second reserved storage number = n (n = 2, 3, 4) in the second reserved storage number buffer of the RAM 102 is stored in the storage area corresponding to the second reserved storage number = n - 1 when the special symbol pointer indicates "second". Therefore, the order in which each random number value stored in each storage area is extracted always matches the order of the first reserved storage number or the second reserved storage number being 1, 2, 3, 4 corresponding to each first reserved storage number or each second reserved storage number.
[0176] After step 100IWS56, the count value of the total pending memory number counter is decremented by 1 (step 100IWS57). That is, the value of the total pending memory number is decreased by 1. At this time, the value of the total pending memory number counter before the count value is decremented by 1 is stored in a predetermined area of the RAM 102. Next, as a random number for a hit determination, a random number MR1-1 for special symbol determination is read out (step 100IWS61), and a big hit determination is executed (step 100IWS62). Thereby, it is determined whether or not the special symbol display result is "big hit" (step 100IWS63). The random number MR1-1 for special symbol determination is stored in the first special symbol pending buffer by the start port switch passing process P_TZU_ON in step S104, and is stored in the second special symbol buffer by the start port switch passing process P_TZU_ON in step S108. The big hit determination process compares the big hit determination value determined in advance in the special symbol display result determination table 04AK101 for the first special symbol and the special symbol display result determination table 04AK102 for the second special symbol with the random number for hit determination by a program module prepared in advance, and if they match, it can be determined that it is a big hit. In this case, if the CPU 103 is in a low probability state where a probability variation flag indicating a probability variation state is not set, the big hit determination is performed using the big hit determination value corresponding to the low probability with the probability variation control being "none". If it is in a high probability state where the probability variation flag is set, the big hit determination is performed using the big hit determination value corresponding to the high probability with the probability variation control being "yes". When the value of the random number for hit determination matches any of the big hit determination values, the CPU 103 determines that it is a big hit with respect to the special symbol.
[0177] When a determination result of a big win is obtained by step 100IWS63 (step 100IWS63; Y), a big win flag is set (step 100IWS64). Then, using the random number MR1-2 for the winning symbol, the big win type is determined to be any one of a normal big win, a certain probability big win, and a sudden certain probability big win (step 100IWS65). On the other hand, when a determination result of a big win is not obtained by step 100IWS63 (step 100IWS63; N), it is determined whether the value of the short-time counter that counts the number of executions of the variable display during the short-time state is 0 (step 100IWS66). If the value of the short-time counter is not 0 (step 100IW66; N), the value of the short-time counter is decremented by 1 (step 100IWS67), and it is determined whether the value of the short-time counter after the decrement is 0 (step 100IWS68). If the value of the short-time counter after the decrement is 0 (step 100IWS68; Y), a short-time end flag is set (step 100IWS69). The short-time end flag is a flag indicating that the short-time state ends at the end of the variable display. The subtraction process of the short-time counter by steps 100IWS66 to 100IWS69 may be configured to be executed after the count process of the number of fluctuations until the relief short-time is executed after step 100IWS70. If the subtraction process is executed after setting 900 in the short-time counter corresponding to the variable display that becomes the relief short-time (see step 100IWS172), the value of the short-time counter will be subtracted by 1 extra. Therefore, in the variable display that becomes the relief short-time, the value of the short-time counter may be configured to be incremented by 1 again after the subtraction process. Also, it may be configured to set 901 in advance as a value that is 1 more than the short-time counter.
[0178] When the value of the emergency time reduction counter is 0 corresponding to step 100IWS66 (step 100IWS; Y), when the value of the emergency time reduction counter is not 0 corresponding to step 100IWS68 (step 100IWS68; N), or after step 100IWS69, it is determined whether the value of the emergency time reduction counter is 0 (step 100IWS70). If the value of the emergency time reduction counter is not 0 (step 100IWS70; N), the value of the emergency time reduction counter is decremented by 1 (step 100IWS71). By executing the process of step 100IWS71, regardless of whether the game state is the normal state, the time reduction state, or the probability variation state, the value of the emergency time reduction counter is uniformly updated. Also, by executing the process of step 100IWS71, regardless of whether the variable display of the first special symbol is executed or the variable display of the second special symbol is executed, the value of the emergency time reduction counter is uniformly updated. Then, it is determined whether the value of the emergency time reduction counter after the subtraction by step 100IWS71 is 127 or more (step 100IWS72). If the value of the emergency time reduction counter after the subtraction is 126 or less (step 100IWS72; N), a value corresponding to the value of the emergency time reduction counter is set in the EXT data, and control is performed to transmit an emergency time reduction 1 designation command to the effect control CPU 120 (step 100IWS73). For example, when the value of the emergency time reduction counter is 1, the CPU 103 performs control to transmit command 9501[H] as the emergency time reduction 1 designation command. Also, when the value of the emergency time reduction counter is 126, the CPU 103 performs control to transmit command 957E[H] as the emergency time reduction 1 designation command. After step 100IWS73, it is determined whether the value of the emergency time reduction counter after the subtraction has become 0 (step 100IWS74). If the value of the emergency time reduction counter after the subtraction has become 0 (step 100IWS74; Y), an emergency time reduction determination flag is set based on the occurrence of the emergency time reduction (step 100IWS75). The emergency time reduction determination flag indicates starting the control of the time reduction state corresponding to the end of the variable display.
[0179] When the value of the relief time reduction counter after subtraction by Step 100IWS71 is 127 or more (Step 100IWS72; Y), uniformly set 7F[H] as EXT data, and perform control to transmit command 957F[H], which becomes a relief time reduction count 1 designation command, to the production control CPU 120 (Step 100IWS76). Subsequently, read the value of the relief time reduction counter, and determine whether the remaining variable display count until the relief time reduction is a count in units of 100 times, such as 100 times, 200 times, 300 times, 400 times, 500 times, 600 times, 700 times, or 800 times (Step 100IWS77). If the remaining variable display count until the relief time reduction is a count in units of 100 times (Step 100IWS77; Y), set a value corresponding to the value of the relief time reduction counter in the EXT data, and perform control to transmit a relief time reduction count 2 designation command to the production control CPU 120 (Step 100IWS78). For example, when the value of the relief time reduction counter is 100, the CPU 103 performs control to transmit command 9601[H] as the relief time reduction count 2 designation command. Also, when the value of the relief time reduction counter is 800, the CPU 103 performs control to transmit command 9608[H] as the relief time reduction count 2 designation command. The remaining variable display count until the relief time reduction may be counted on the CPU 103 side of the game control microcomputer 100, and the relief time reduction count 1 designation command or the relief time reduction count 2 designation command may be transmitted, or it may be configured to be counted on the production control CPU 120 side so that a stirring effect or a countdown effect can be executed. Also, as the setting of the relief time reduction counter at the timing of the relief time reduction, set 900, and for a configuration in which the relief time reduction can occur continuously, the relief time reduction count 1 designation command or the relief time reduction count 2 designation command is transmitted only when the relief time reduction occurs for the first time, and it may not be necessary to transmit the relief time reduction count 1 designation command or the relief time reduction count 2 designation command when the relief time reduction occurs for the second time and later.
[0180] When the value of the short-time counter for relief is not 0 corresponding to Step 100IWS74 (Step 100IWS74; N), when the remaining variable display count until short-time for relief is not a multiple of 100 corresponding to Step 100IWS77 (Step 100IWS77; N), or following Step 100IWS78, it is determined whether the short-time flag C is set (Step 100IWS79). The short-time flag C is a flag indicating that it is in a short-time state controlled via short-time for relief. Corresponding to the short-time state via short-time for relief, if the short-time flag C is not set (Step 100IWS79; N), it is determined whether the certain-variation flag is set (Step 100IWS80). If it is not in the certain-variation state and the certain-variation flag is not set (Step 100IWS80; N), for example, using the random number MR1-1 for special symbol determination read as the winning determination random number by Step 100IWS61, a short-time deviation determination is executed (Step 100IWS81). Then, it is determined whether to make it a short-time deviation (Step 100IWS82). The process of short-time deviation determination is to compare the short-time deviation determination value determined in advance in the special symbol display result determination table 04AK101 for the first special symbol or the special symbol display result determination table 04AK102 for the second special symbol with the winning determination random number by a program module prepared in advance, and if they match, it can be determined to be a short-time deviation. For example, when the value of the special symbol pointer indicates "the first", referring to the special symbol display result determination table 04AK101 for the first special symbol, it can be determined to be a short-time deviation with a probability of about 1 / 400. Also, when the value of the special symbol pointer indicates "the second", referring to the special symbol display result determination table 04AK102 for the second special symbol, it can be determined to be a short-time deviation with a probability of about 1 / 200.
[0181] When a determination result of time shortening deviation is obtained by step 100IWS82 (step 100IWS82; Y), the type of time shortening deviation is determined to be any one of time shortening deviation A, time shortening deviation B, and time shortening deviation C (step 100IWS83). For example, the CPU 103 may refer to the time shortening type determination table 04AKT04 using a type determination random number similar to the random number MR1-2 for the winning symbol, and it suffices if the time shortening type that is the type of time shortening deviation can be determined. When configured to also determine small wins and the small win type, in addition to the big win type determination and the time shortening type determination, the determination process may be configured to be performed using a common type determination random number also in the small win type determination.
[0182] After step 100IWS75, or when the time-saving flag C is set corresponding to step 100IWS79 (step 100IWS79; Y), when the probability-variable flag is set corresponding to step 100IWS80 (step 100IWS80; Y), or when it is determined that there is no deviation from the time-saving state corresponding to step 100IWS82 (step 100IWS82; N), a stop symbol of a special symbol corresponding to the jackpot type, time-saving type, etc. is determined (step 100IWS84). Thus, when in the time-saving state via the rescue time-saving corresponding to step 100IWS79, it is determined that without performing the deviation determination process for the time-saving deviation after step 100IWS81, it is directly regarded as a deviation without time-saving. It may be configured such that not only during the time-saving state via the rescue time-saving, but also during the time-saving state via the jackpot and the time-saving state via the time-saving deviation, it is not uniformly determined as a time-saving deviation. That is, not only when the time-saving flag C is set, but also when the time-saving flag A or the time-saving flag B is set, it may be determined that the deviation determination process for the time-saving deviation is not performed after step 100IWS81, and it is directly regarded as a deviation without time-saving. Alternatively, even during the time-saving state via the rescue time-saving, the process after step 100IWS81 may be executed to make it possible to determine the time-saving deviation. Also, it may be configured such that both the rescue time-saving and the time-saving deviation may occur with the same variable display. In such a configuration, for example, it may be configured to control to the time-saving state with priority given to the rescue time-saving, or it may be configured to control to the time-saving state with priority given to the time-saving deviation. When in the probability-variable state corresponding to step 100IWS80, it is determined that without performing the deviation determination process for the time-saving deviation after step 100IWS81, it is directly regarded as a deviation without time-saving.
[0183] In step 100IWS84, for example, when determining a normal jackpot, the stop symbol of the special symbol is determined to be "3"; when determining a certain probability jackpot, the stop symbol of the special symbol is determined to be "7"; when determining a sudden certain probability jackpot, the stop symbol of the special symbol is determined to be "9"; when determining a time-saving deviation A, the stop symbol of the special symbol is determined to be "2"; when determining a time-saving deviation B, the stop symbol of the special symbol is determined to be "4"; when determining a time-saving deviation C, the stop symbol of the special symbol is determined to be "6"; when determining a deviation with no time-saving, the stop symbol of the special symbol is determined to be "-". The CPU 103 stores the determined stop symbol of the special symbol in the stop symbol storage area provided in the RAM 102 (step 100IWS85). Then, after executing the variable pattern setting process (step 100IWS86), the special symbol normal process P_TNORMAL ends.
[0184] Figures 10 - 14 are flowcharts showing an example of the variable pattern setting process. The variable pattern setting process is a process executable in step 100IWS86 of the special symbol normal process P_TNORMAL shown in Figure 10 - 13. When this process is executed, the CPU 103 determines whether the jackpot flag is set (step 100IWS1701). When the jackpot flag is set (step 100IWS1701; Y), the variable pattern table A for jackpots shown in Figure 10 - 7(A) is selected as the table for determining the variable pattern (step 100IWS1702). When the jackpot flag is not set corresponding to a deviation (step 100IWS1701; N), it is determined whether the value of the relief time-saving count counter is 10 or less (step 100IWS1703).
[0185] In step 100IWS1703, when the remaining variable display count until the short-time relief becomes 10 or less and the value of the short-time relief count counter is 10 or less (step 100IWS1703; Y), it is determined whether the value of the total carry-over memory count counter is 3 or less (step 100IWS1704). Alternatively, it may be configured to determine whether the value of the first carry-over memory count counter or the second carry-over memory count counter is 3 or less. If the value of such a carry-over memory count counter is 3 or less (step 100IWS1704; Y), as a table for determining the variation pattern, the variation pattern table F corresponding to 3 or less carry-overs immediately before the short-time relief shown in FIG. 10-8(F) is selected (step 100IWS1705). If the value of the carry-over memory count counter is 4 or more (step 100IWS1704; N), as a table for determining the variation pattern, the variation pattern table G corresponding to 4 carry-overs immediately before the short-time relief shown in FIG. 10-8(G) is selected (step 100IWS1706).
[0186] In step 100IWS1703, when the value of the short-time relief count counter is not 10 or less (step 100IWS1703; N), it is determined whether the probability flag is set (step 100IWS1707). When the probability flag is set corresponding to the probability state (step 100IWS1707; Y), as a table for determining the variation pattern, the variation pattern table H for probability state deviation shown in FIG. 10-8(H) is selected (step 100IWS1708). However, the variation pattern table H is selected on the condition that the value of the total carry-over memory count counter is 1 or more, and if the value of the total carry-over memory count counter is 0, the variation pattern table B for normal state deviation shown in FIG. 10-7(B) is selected corresponding to no carry-over memory. In step 100IWS1707, when the probability flag is not set (step 100IWS1707; N), it is determined whether the short-time flag A is set (step 100IWS1709). The short-time flag A is a flag indicating a short-time state controlled via a big win.
[0187] When the short-time flag A is set corresponding to the short-time state controlled via a big win in step 100IWS1709 (step 100IWS1709; Y), as a table for determining the variation pattern, the variation pattern table C for the short-time state deviation via a big win shown in FIG. 10-7(C) is selected (step 100IWS1710). However, the variation pattern table C is selected on the condition that the value of the total retained memory count counter is 1 or more. If the value of the total retained memory count counter is 0, corresponding to no retained memory, the variation pattern table B for the normal state deviation shown in FIG. 10-7(B) is selected. When the short-time flag A is not set in step 100IWS1709 (step 100IWS1709; N), it is determined whether the short-time flag B is set (step 100IWS1711). The short-time flag B is a flag indicating a short-time state controlled via a short-time deviation.
[0188] When the short-time flag B is set corresponding to the short-time state controlled via a short-time deviation in step 100IWS1711 (step 100IWS1711; Y), as a table for determining the variation pattern, the variation pattern table D for the short-time state deviation via a short-time deviation shown in FIG. 10-7(D) is selected (step 100IWS1712). However, the variation pattern table D is selected on the condition that the value of the total retained memory count counter is 1 or more. If the value of the total retained memory count counter is 0, corresponding to no retained memory, the variation pattern table B for the normal state deviation shown in FIG. 10-7(B) is selected. When the short-time flag B is not set in step 100IWS1711 (step 100IWS1711; N), it is determined whether the short-time flag C is set (step 100IWS1713). The short-time flag C is a flag indicating a short-time state controlled via a relief short-time.
[0189] When the short-time flag C is set corresponding to the short-time state controlled via short-time relief in step 100IWS1713 (step 100IWS1713; Y), as a table for determining the variation pattern, the variation pattern table E for the short-time state deviation controlled via short-time relief shown in FIG. 10-8(E) is selected (step 100IWS1714). When the short-time flag C is not set in step 100IWS1713 (step 100IWS1713; N), as a table for determining the variation pattern, the variation pattern table B for the normal state deviation shown in FIG. 10-7(B) is selected (step 100IWS1715).
[0190] The CPU 103 determines the variation pattern by using a random number MR3-4 for the variation pattern or the like based on the variation pattern table selected by any one of steps 100IWS1702, 100IWS1705, 100IWS1706, 100IWS1708, 100IWS1710, 100IWS1712, 100IWS1714, and 100IWS1715 (step 100IWS1716). By determining the variation pattern, the variation time of the first special symbol and the second special symbol is determined as the special figure variation time. Note that after determining the variation time, the variation pattern in which the determined variation time is set may be selected from among a plurality of variation patterns. The CPU 103 that has determined the variation pattern performs control to transmit a variation pattern command indicating the determination result of the variation pattern to the effect control CPU 120 (step 100IWS1717). Also, the variation time data indicating the determined variation time is set in the variation time timer to start measuring the variation time (step 100IWS1718), and the variation display of the first special symbol on the first special symbol display device 4A or the variation display of the second special symbol on the second special symbol display device 4B is started (step 100IWS1719). Then, after updating the special symbol process code to 01[H] corresponding to the special symbol variation process (step 100IWS1720), the variation pattern setting process is terminated.
[0191] FIG. 10-15 is a flowchart showing an example of a process executable as the special symbol variation process P_TSTART. The special symbol variation process P_TSTART is included in the processes that can be called from the special symbol process P_TPROC shown in FIG. 6 and is executable at step S112 when the special symbol process code is 01[H]. When this process is executed, if the CPU 103 has not transmitted it, it transmits a display result designation command (step 100IWS1121). The display result designation command includes display result 1 designation command to display result 7 designation command corresponding to the determination result of whether it is a big win, the determination result of the big win type, the determination result of the time shortening type, and the like. After starting the variable display, when the special symbol variation process P_TSTART is executed for the first time, since the display result designation command has not been transmitted, the display result designation command can be transmitted by step 100IWS1121. Following step 100IWS1121, the variation time timer is decremented by 1 (step 100IWS1122), and it is determined whether the variation time timer has timed out (step 100IWS1123). If the variation time timer has not timed out (step 100IWS1123; N), the special symbol variation process P_TSTART is terminated and waiting.
[0192] When the variation time timer has timed out corresponding to step 100IWS1123 (step 100IWS1123; Y), it is determined whether it is determined that the time shortening is off (step 100IWS1124). Whether it is determined that the time shortening is off can be determined, for example, by the stop symbol of the special symbol stored in the stop symbol storage area. If it is determined that the time shortening is off (step 100IWS1124; Y), control to start lighting the right hit LED is performed (step 100IWS1125), and control to transmit a right hit notification start designation command to the effect control use CPU 120 is performed (step 100IWS1126). The right hit LED is provided, for example, below the normal symbol display 20. By step 100IWS1125, when the time shortening off symbol is derived and displayed, the lighting of the right hit LED can be started at the start of the symbol confirmation period.
[0193] Following step 100IWS1126, it is determined whether the short-time flag A or the short-time flag B is set (step 100IWS1127). When neither the short-time flag A nor the short-time flag B is set corresponding to the normal state (step 100IWS1127; N), a value corresponding to 20 seconds is set in the symbol determination period timer (step 100IWS1128), and control is performed to transmit a first symbol determination A designation command or a second symbol determination A designation command that can specify that the symbol determination period is 20 seconds to the effect control CPU 120 (step 100IWS1129). The symbol determination period timer is a timer for measuring the determination display period of the stop symbol in the first special symbol and the second special symbol. In step 100IWS1129, when the value of the special symbol pointer indicates "the first", control is performed to transmit the first symbol determination A designation command, and when the value of the special symbol pointer indicates "the second", control is performed to transmit the second symbol determination A designation command.
[0194] When the short-time flag A or the short-time flag B is set corresponding to step 100IWS1127 (step 100IWS1127; Y), a value corresponding to 10 seconds is set in the symbol determination period timer (step 100IWS1130), and control is performed to transmit a first symbol determination B designation command or a second symbol determination B designation command that can specify that the symbol determination period is 10 seconds to the effect control CPU 120 (step 100IWS1131). In step 100IWS1131, when the value of the special symbol pointer indicates "the first", control is performed to transmit the first symbol determination B designation command, and when the value of the special symbol pointer indicates "the second", control is performed to transmit the second symbol determination B designation command.
[0195] If it is not the case where it is determined to have a short-time deviation corresponding to Step 100IWS1124 (Step 100IWS1124; N), it is determined whether or not the relief short-time determination flag is set (Step 100IWS1132). If the relief short-time determination flag is set (Step 100IWS1132; Y), control is performed to start lighting the right-hit LED (Step 100IWS1133), and control is performed to transmit a right-hit notification start designation command to the effect control CPU 120 (Step 100IWS1134). By Step 100IWS1133, when it becomes a relief short time, it is possible to start lighting the right-hit LED at the start of the symbol determination period.
[0196] Subsequent to Step 100IWS1134, a value corresponding to 20 seconds is set in the symbol determination period timer (Step 100IWS1135), and control is performed to transmit a first symbol determination A designation command or a second symbol determination A designation command that can specify that the symbol determination period is 20 seconds to the effect control CPU 120 (Step 100IWS1136). In Step 100IWS1136, when the value of the special symbol pointer indicates "first", control is performed to transmit the first symbol determination A designation command, and when the value of the special symbol pointer indicates "second", control is performed to transmit the second symbol determination A designation command.
[0197] If the relief short-time determination flag is not set corresponding to Step 100IWS1132 (Step 100IWS1132; N), a value corresponding to 0.5 seconds is set in the symbol determination period timer (Step 100IWS1137), and control is performed to transmit a first symbol determination C designation command or a second symbol determination C designation command that can specify that the symbol determination period is 0.5 seconds to the effect control CPU 120 (Step 100IWS1138). In Step 100IWS1138, when the value of the special symbol pointer indicates "first", control is performed to transmit the first symbol determination C designation command, and when the value of the special symbol pointer indicates "second", control is performed to transmit the second symbol determination C designation command.
[0198] After enabling the transmission of the symbol determination designation command by any of Step 100IWS1129, 100IWS1131, 100IWS1136, and 100IWS1138 in this way, after updating the special symbol process code to 02[H] corresponding to the special symbol stop process P_TSTOP (Step 100IWS1139), the special symbol variation process P_TSTART is terminated.
[0199] Figures 10-16 and 10-17 are flowcharts showing an example of a process executable as the special symbol stop process P_TSTOP. The special symbol stop process P_TSTOP is included in the processes that can be called from the special symbol process P_TPROC shown in FIG. 6 and is executable at Step S112 when the special symbol process code is 02[H]. When this process is executed, the CPU 103 subtracts 1 from the value of the symbol determination period timer (Step 100IWS131) and determines whether the value of the symbol determination period timer after the subtraction is 0 (Step 100IWS132). If the value of the symbol determination period timer after the subtraction is not 0 (Step 100IWS132; N), corresponding to the fact that the confirmation display period of the stop symbol in the first special symbol or the second special symbol has not ended yet, the special symbol stop process P_TSTOP is terminated and the system waits.
[0200] When the value of the symbol determination period timer after subtraction corresponds to Step 100IWS132 and becomes 0 (Step 100IWS132; Y), it is determined whether the jackpot flag is set (Step 100IWS133). At this time, when the jackpot flag is set (Step 100IWS133; Y), the probability variation flag, the time shortening flags from time shortening flag A to time shortening flag C, the probability variation count counter, and the time shortening count counter are reset (Step 100IWS134). The probability variation count counter is a counter for counting the number of executions of variable display during the probability variation state. The time shortening count counter is a counter for counting the number of executions of variable display during the time shortening state. Following Step 100IWS134, 900 is set in the relief time shortening count counter (Step 100IWS135). As a result, 900 is set in the relief time shortening count counter triggered by a jackpot. If no next jackpot or time shortening deviation occurs even after executing variable display 900 times after the end of the jackpot game, it becomes relief time shortening and can be controlled to enter the time shortening state. Note that the value of the relief time shortening count counter may be set to 900 during the round of the jackpot game, or the value of the relief time shortening count counter may be set to 900 at the start or end of the ending period of the jackpot game. After Step 100IWS135, control is performed to start lighting the right strike LED (Step 100IWS136), and control is performed to transmit a right strike notification start designation command to the effect control CPU 120 (Step 100IWS137).
[0201] Next to Step 100IWS137, control is performed to transmit a jackpot start designation command to the effect control CPU 120 (Step 100IWS138), and a big winning opening release pre-time timer is set (Step 100IWS139). The big winning opening release pre-time timer is a timer for measuring the time before the big winning opening is released until the special variable winning ball device 50 is controlled to the open state as the fanfare time. Following Step 100IWS139, after updating the special symbol process code to 08[H] corresponding to the big winning opening release pre-processing P_TINT (Step 100IWS140), the special symbol stop process P_TSTOP is terminated.
[0202] When the jackpot flag is not set corresponding to step 100IWS133 (step 100IWS133; N), it is determined whether the short-time end flag is set (step 100IWS141). At this time, when the short-time end flag is set (step 100IWS141; Y), after resetting the short-time end flag (step 100IWS142), it is determined whether the short-time flag C is set (step 100IWS143). At this time, when the short-time flag C is set (step 100IWS143; Y), the value of the relief short-time counter is set to 900 (step 100IWS144). In this example, when it becomes a relief short-time, it is controlled to the short-time state with 900 short-time counts. When it is controlled to the short-time state triggered by this relief short-time, then, after executing 900 variable displays without a jackpot or a short-time deviation, triggered by this, in steps 100IWS143 and 100IWS144, 900 is set in the relief short-time counter. Thereby, when 900 variable displays are executed after the end of the short-time state due to the relief short-time and neither the next jackpot nor the short-time deviation occurs, it becomes the second relief short-time and can be controlled to the short-time state. When the short-time flag C is not set corresponding to step 100IWS143 (step 100IWS143; N), or after step 100IWS144, the short-time flags A to C are reset (step 100IWS145).
[0203] When the short-time end flag is not set corresponding to step 100IWS141 (step 100IWS141; N), it is determined whether the value of the sure-win counter is 0 (step 100IWS146). At this time, when the value of the sure-win counter is not 0 (step 100IWS146; N), the value of the sure-win counter is decremented by 1 (step 100IWS147), and it is determined whether the value of the sure-win counter after the subtraction is 0 (step 100IWS148). Then, when the value of the sure-win counter after the subtraction is 0 (step 100IWS148; Y), the sure-win flag and the short-time flag A are reset, and the sure-win state ends (step 100IWS149).
[0204] After steps 100IWS145 and 100IWS149, control is performed to end the lighting of the right-handed LED (step 100IWS150), and control is performed to transmit a right-handed notification end designation command to the effect control CPU 120 (step 100IWS151). Also, control is performed to transmit a normal state designation command to the effect control CPU 120 (step 100IWS152). Note that control may be performed to shift to the normal state at the start of variable display that becomes the final variation of time shortening or the final variation of certain variation, or at the start of the symbol determination period, and configured to end the right-handed notification. Also, it may be configured to end only the certain variation state corresponding to the variable display that becomes the final variation of certain variation and continue the time shortening state.
[0205] When the value of the certain variation counter is 0 corresponding to step 100IWS146 (step 100IWS146; Y), when the value of the certain variation counter after subtraction is not 0 corresponding to step 100IWS148 (step 100IWS148; N), or after step 100IWS152, it is determined whether or not it is determined that time shortening deviation will occur (step 100IWS153). Whether or not it is determined that time shortening deviation will occur may be determined, for example, by the stop symbol of the special symbol stored in the stop symbol storage area. If it is determined that time shortening deviation will occur (step 100IWS153; Y), it is determined whether or not the time shortening flag A or the time shortening flag B is set (step 100IWS154). At this time, corresponding to the normal state, if neither the time shortening flag A nor the time shortening flag B is set (step 100IWS154; N), it is determined whether or not the current special symbol display result is time shortening deviation A (step 100IWS155). If it is time shortening deviation A at this time (step 100IWS155; Y), 100 is set in the time shortening counter (step 100IWS156).
[0206] When the time shortening deviation is not A corresponding to step 100IWS155 (step 100IWS155; N), it is determined whether the current special figure display result is time shortening deviation B (step 100IWS157). At this time, when it is time shortening deviation B (step 100IWS157; Y), 50 is set in the time shortening count counter (step 100IWS158). On the contrary, when it is not time shortening deviation B (step 100IWS157; N), corresponding to the time shortening deviation C, 30 is set in the time shortening count counter (step 100IWS159).
[0207] When the time shortening flag A or the time shortening flag B is set corresponding to the time shortening state in step 100IWS154 (step 100IWS154; Y), it is determined whether the current special figure display result is time shortening deviation A (step 100IWS160). At this time, when it is time shortening deviation A (step 100IWS160; Y), the value of the time shortening count counter is reset to 0 (step 100IWS161). On the contrary, when it is not time shortening deviation A (step 100IWS160; N), it is determined whether the current special figure display result is time shortening deviation B (step 100IWS162). Then, when it is time shortening deviation B (step 100IWS162; Y), 200 is set in the time shortening count counter (step 100IWS163). When it is not time shortening deviation B in step 100IWS162 (step 100IWS162; N), corresponding to the time shortening deviation C, 100 is set in the time shortening count counter (step 100IWS164).
[0208] After setting the short-time count counter by any one of steps 100IWS156, 100IWS158, 100IWS159, 100IWS161, 100IWS163, and 100IWS164 in this way, the short-time flag A is reset (step 100IWS165), and by setting the short-time flag B (step 100IWS166), it becomes possible to control the short-time state. Next to step 100IWS166, the value of the relief short-time count counter is set to 900 (step 100IWS167). In this way, since 900 is set in the relief short-time count counter triggered by the short-time deviation, when 900 variable displays are executed after the short-time deviation and neither the next big win nor the short-time deviation occurs, it becomes a relief short-time and the short-time state can be controlled.
[0209] Following step 100IWS167, control is performed to transmit a short-time state B designation command to the effect control CPU 120 (step 100IWS168). Also, control is performed to start external output of the big win 2 signal to an external device such as a hall computer (step 100IWS169). Thus, when the short-time deviation symbol is derived and displayed by executing steps 100IWS166 and 100IWS168, at the end of the symbol confirmation period, it is controlled to the short-time state and the short-time state B designation command is transmitted, so it becomes possible to switch to the background image corresponding to the short-time state via the short-time deviation. Also, by step 100IWS169, the external output of the big win 2 signal is started at the end of the symbol confirmation period.
[0210] When it is not determined to set the short-time deviation corresponding to Step 100IWS153 (Step 100IWS153; N), it is determined whether the relief short-time determination flag is set (Step 100IWS170). At this time, when the relief short-time determination flag is set (Step 100IWS170; Y), the relief short-time determination flag is reset (Step 100IWS171), and 900 is set in the short-time count counter (Step 100IWS172). Also, by setting the short-time flag C (Step 100IWS173), it becomes possible to control the short-time state. After Step 100IWS173, control is performed to transmit the short-time state C designation command to the production control CPU 120 (Step 100IWS174).
[0211] In addition, it may be configured such that at the timing of the relief short-time, control is performed to enter the short-time state and the relief short-time count counter is set to 900. Thereby, it becomes possible to continuously generate the relief short-time, and once the relief short-time occurs, the short-time state can be continued until a big win occurs. Also, when setting the relief short-time count counter, 0 may be set, and each time variable display is executed, the value of the relief short-time count counter is incremented by 1, and the relief short-time may be generated based on the fact that the value of the relief short-time count counter has become 900. During the symbol determination period, the production symbol may not be displayed on the image display device 5, and only the small symbol may be displayed so that the small symbol is not hidden by production props or the like. It may be configured to perform a lottery process based on a random number to determine the short-time count, and in Step 100IWS172, a value corresponding to the short-time count determined by the lottery process may be set in the short-time count counter. For example, as the short-time count, it may be configured to be determined to be 100 times with a probability of 10% and 900 times with a probability of 90%. When determining the short-time count by a lottery process, the random number used for determining the big win type or the short-time type may be used in common to determine the short-time count, or a dedicated random number may be used to determine the short-time count.
[0212] After step 100IWS169, or when the relief time reduction determination flag is not set corresponding to step 100IWS170 (step 100IWS170; N), or after step 100IWS174, after updating the special symbol process code to 00[H] corresponding to the special symbol normal process (step 100IWS175), the special symbol stop process P_TSTOP is terminated.
[0213] FIG. 10-18 shows an example of an external output signal that can be output from the pachinko gaming machine 1. The pachinko gaming machine 1 can output various signals such as a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, a jackpot 4 signal, and a variation stop signal as external output signals to an external device. The jackpot 1 signal is a signal externally output during the jackpot game. The jackpot 2 signal is a signal externally output during the jackpot game and during the time reduction state. The jackpot 3 signal is a signal externally output during the symbol determination period of the time reduction deviation. The jackpot 4 signal is a signal externally output during the symbol determination period of the variable display in the relief time reduction. The variation stop signal is a signal externally output at the start of the symbol determination period. Step 100IWS169 shown in FIG. 10-17 enables the external output of the jackpot 2 signal to start at the end of the symbol determination period corresponding to the case where the time reduction deviation symbol is derived and displayed. Thereby, unlike the case where the time reduction state starts at the end of the jackpot game, the jackpot 2 signal can be externally output corresponding to the case where the time reduction state starts based on the derivation and display of the time reduction deviation symbol.
[0214] The jackpot 3 signal and the jackpot 4 signal may be configured to be output not only during the symbol determination period but also during the jackpot game. It may be configured to output a shared external output signal in the case of a time reduction deviation and in the case of a relief time reduction. The jackpot 3 signal and the jackpot 4 signal may be configured to be output at the timing after the variation stop signal during the symbol determination period is output. The jackpot 3 signal may be configured to continue to be output even during the time reduction state via the time reduction deviation. The jackpot 4 signal may be configured to continue to be output even during the time reduction state via the relief time reduction. Thereby, it is possible to suitably discriminate the type of the time reduction state even during the time reduction state.
[0215] FIG. 10-19 is a flowchart showing an example of a process executable as the jackpot end process P_TEND. The jackpot end process P_TEND is included in a process callable from the special symbol process process P_TPROC shown in FIG. 6, and is executable at step S112 when the special symbol process code is 0B[H]. When this process is executed, the CPU 103 determines whether or not a jackpot end display timer is set (step 100IWS531). At this time, when the jackpot end display timer is not set (step 100IWS531; N), the jackpot flag is reset (step 100IWS532), and control is performed to transmit a jackpot end designation command (step 100IWS533). Subsequently to step 100IWS533, after setting a value corresponding to the jackpot end display time in the jackpot end display timer (step 100IWS534), the jackpot end process P_TEND is terminated. The jackpot end display time is the display time during which the jackpot end display is performed on the image display device 5.
[0216] When a jackpot end display timer is set corresponding to step 100IWS531 (step 100IWS531; Y), the value of the jackpot end display timer is decremented by 1 (step 100IWS535). At this time, it is determined whether or not the jackpot end display time has elapsed (step 100IWS536). In step 100IWS536, when the value of the jackpot end display timer after the subtraction by step 100IWS535 is 0, it is determined that the jackpot end display time has elapsed, and when the value of the jackpot end display timer after the subtraction is other than 0, it is determined that the jackpot end display time has not elapsed. When the jackpot end display time has not elapsed in step 100IWS536 (step 100IWS536; N), the jackpot end process P_TEND is terminated and the machine waits. On the other hand, when the jackpot end display time has elapsed in step 100IWS536 (step 100IWS536; Y), by setting the short-time flag A (step 100IWS537), it becomes possible to control the machine to the short-time state. Following step 100IWS537, it is determined whether or not the jackpot to be ended this time is a normal jackpot (step 100IWS538). Whether or not it is a normal jackpot may be determined, for example, by the stop symbol of the special symbol stored in the stop symbol storage area. At this time, when it is a normal jackpot (step 100IWS538; Y), 100 is set in the short-time count counter (step 100IWS539), and control is performed to transmit a short-time state A designation command to the effect control CPU 120 (step 100IWS540).
[0217] When it is not a normal jackpot corresponding to step 100IWS538 (step 100IWS538; N), by setting the probability variation flag corresponding to a probability variation jackpot or a sudden probability variation jackpot (step 100IWS541), it becomes controllable to the probability variation state. Following step 100IWS541, 100 is set to the probability variation count counter (step 100IWS542), and control is performed to transmit a probability variation state designation command to the effect control CPU 120 (step 100IWS543). After steps 100IWS540 and 100IWS543, after updating the special symbol process code to 00[H] corresponding to the special symbol normal process P_TNORMAL (step 100IWS544), the jackpot end process P_TEND is ended.
[0218] Figures 10 - 20 show examples of transition control of the game state. In the normal state, corresponding to a probability variation jackpot or a sudden probability variation jackpot, it becomes controllable to the probability variation state by steps 100IWS541 and 100IWS542 shown in Figure 10 - 19. In the normal state, corresponding to a normal jackpot, it becomes controllable to the time shortening state by steps 100IWS537 to 100IWS539 shown in Figure 10 - 19. This time shortening state is the time shortening state A via the jackpot. In the normal state, even if it is not a jackpot, corresponding to the derived display of the time shortening deviation symbol, it becomes controllable to the time shortening state by step 100IWS166 shown in Figure 10 - 17. This time shortening state is the time shortening state B via the time shortening deviation. In the normal state, even if it is not a jackpot, corresponding to the relief time shortening, it becomes controllable to the time shortening state by step 100IWS173 shown in Figure 10 - 17. This time shortening state is the time shortening state C via the relief time shortening. The time shortening state C is a time shortening state controllable corresponding to the fact that it becomes a relief time shortening when the number of executions of the variable display reaches 900 times without the occurrence of the next jackpot or time shortening deviation after the RAM clear process, or after the jackpot or time shortening deviation.
[0219] In the case of the probability variation state shown in FIGS. 10-20, in response to a probability variation big win or a sudden probability variation big win, it can be controlled back to the probability variation state by steps 100IWS541 and 100IWS542 shown in FIG. 10-19. When in the probability variation state, in response to a normal big win, it can be controlled to the time shortening state A by steps 100IWS537 to 100IWS539 shown in FIG. 10-19. In the case of the probability variation state, since steps 100IWS81 to 100IWS83 are not executed by step 100IWS80 shown in FIG. 10-13, the out-of-time shortening symbol is not derived and displayed. The value of the relief time shortening count counter is set to 900 by step 100IWS135 when the big win flag is set in step 100IWS133 shown in FIG. 10-16. On the other hand, the value of the probability variation count counter is set to 100 by step 100IWS542 shown in FIG. 10-19. Therefore, in the case of the probability variation state, the value of the relief time shortening count counter does not become 0, so it is controlled not to be in the relief time shortening state. When 100 variable displays are executed without a big win occurring in the probability variation state, the probability variation state is terminated and controlled to the normal state by steps 100IWS146 to 100IWS149 shown in FIG. 10-16.
[0220] In the case of the short-time state A shown in FIGS. 10-20, it can be controlled to the probability-variable state by steps 100IWS541 and 100IWS542 shown in FIG. 10-19 in response to a big probability-variable win or a sudden big probability-variable win. In the case of the short-time state A, it can be controlled back to the short-time state A by steps 100IWS537 to 100IWS539 shown in FIG. 10-19 in response to a normal win. In the case of the short-time state A, even if it is not a big win, it can be controlled to the short-time state B by step 100IWS166 shown in FIG. 10-17 in response to the derivation display of the short-time deviation symbol. In the case of the short-time state A, when 100 variable displays are executed without a big win occurring, the short-time state A is terminated and controlled to the normal state by steps 100IWS66 to 100IWS69 shown in FIG. 10-13 and step 100IWS145 shown in FIG. 10-16. The value of the relief short-time counter is set to 900 by step 100IWS135 when the big win flag is set in step 100IWS133 shown in FIG. 10-16. On the other hand, the value of the short-time counter corresponding to the short-time state A is set to 100 by step 100IWS539 shown in FIG. 10-19. Therefore, in the case of the short-time state A, the value of the relief short-time counter never becomes 0, so it is controlled so as not to be a relief short-time.
[0221] In the case of the short-time state B shown in FIGS. 10-20, in response to a certain probability big win or a sudden certain probability big win, it can be controlled to the certain probability state by steps 100IWS541 and 100IWS542 shown in FIG. 10-19. In the case of the short-time state B, in response to a normal big win, it can be controlled to the short-time state A by steps 100IWS537 to 100IWS539 shown in FIG. 10-19. In the case of the short-time state B, even if it is not a big win, in response to the derivation display of the short-time deviation pattern, it can be controlled to the short-time state B again by step 100IWS166 shown in FIG. 10-17. In the case of the short-time state B, when variable displays are executed 30 times, 50 times, 100 times, or 200 times without a big win occurring, it includes the case where the short-time state B is terminated and controlled to the normal state by steps 100IWS66 to 100IWS69 shown in FIG. 10-13 and step 100IWS145 shown in FIG. 10-16, and the case where the short-time state B continues until the next big win occurs by steps 100IWS160 and 100IWS161 shown in FIG. 10-17. The number of variable displays that can be executed until the short-time state B ends can be set to different numbers according to whether it is a short-time state or not and the short-time type when the short-time deviation pattern is derived and displayed, by steps 100IWS154 to 100IWS164 shown in FIG. 10-17. In particular, when it becomes a short-time deviation A in the short-time state and is controlled to the short-time state B, the short-time state B can continue until the next big win occurs. The value of the relief short-time counter is set to 900 by step 100IWS135 when the big win flag is set in step 100IWS133 shown in FIG. 10-16. On the other hand, the value of the short-time counter corresponding to the short-time state B is set to 30 by step 100IWS159 shown in FIG. 10-17, set to 50 by step 100IWS158, set to 100 by steps 100IWS156 and 100IWS164, and set to 200 by step 100IWS163. In the case of these short-time states B, the value of the relief short-time counter does not become 0, so it is controlled so as not to be a relief short-time.In addition, when the short-time count counter is reset by step 100IWS161 shown in FIGS. 10-17, and the short-time state B continues until the next jackpot occurs, it may be controlled so that it can be a relief short-time by the value of the relief short-time count counter becoming 0 before the jackpot occurs.
[0222] In the case of the short-time state C shown in FIGS. 10-20, it can be controlled to a probability-variable state by steps 100IWS541 and 100IWS542 shown in FIGS. 10-19 in response to a probability-variable jackpot or a sudden probability-variable jackpot. In the case of the short-time state C, in response to a normal jackpot, it can be controlled to the short-time state A by steps 100IWS537 to 100IWS539 shown in FIGS. 10-19. In the case of the short-time state C, since steps 100IWS81 to 100IWS83 are not executed by step 100IWS79 shown in FIGS. 10-13, a short-time deviation symbol is not derived and displayed. When the value of the relief short-time count counter is determined to be 0 by step 100IWS74 shown in FIGS. 10-13, a new value is not set in any of step 100IWS75, steps 100IWS1132 to 100IWS1136 shown in FIGS. 10-15, and 100IWS170 to 100IWS174 shown in FIGS. 10-17. Therefore, when it is in the short-time state C, the value of the relief short-time count counter is maintained at 0, and since steps 100IWS71 to 100IWS75 are not executed by step 100IWS70 shown in FIGS. 10-13, it is controlled so as not to become a new relief short-time. In the case of the short-time state C, when 900 variable displays are executed without a jackpot occurring, it is controlled to end the short-time state C and return to the normal state by steps 100IWS66 to 100IWS69 shown in FIGS. 10-13 and step 100IWS145 shown in FIGS. 10-16. At this time, since 900 is set to the value of the relief short-time count counter by step 100IWS144 shown in FIGS. 10-16, when 900 variable displays are executed without a jackpot occurring after the end of the short-time state C, it becomes the second relief short-time and can be controlled to the short-time state C.
[0223] In the case of the short-time state A, in response to the derivation display of the short-time deviation symbol, compare the remaining variable display times in the current short-time state with the value set in the short-time count counter corresponding to the determined short-time type. If the remaining variable display times in the current short-time state are more, it may be configured to continue the current short-time state A as it is. In response to the normal big win in the case of the short-time state B, compare the remaining variable display times in the current short-time state with 100, which is the value set in the short-time count counter corresponding to the normal big win. If the remaining variable display times in the current short-time state are more, it may be configured to continue the current short-time state B as it is. In the case of the short-time state C, it may be configured so that the derivation display of the short-time deviation symbol is possible. In the case of the probability-variable state, it may be configured to determine whether to end the probability-variable state for each variable display by lottery processing, and end the probability-variable state based on the determination to end the probability-variable state.
[0224] Figure 10-21 is a flowchart showing the main process S_MAIN for effect control executed in the feature unit 04AK. Among the processes shown in Figure 10-21, the processes of steps S71 to S76 and the processes of steps S77 to S79 are the same as the processes in the basic explanation. In the feature unit 04AK, after the effect control process S_CPROC in step S76 is executed, the effect stage control process (step 04AKS11), the effect output amount setting process (step 04AKS12), the effect menu control process (step 04AKS13), and the terminal communication control process (step 04AKS14) are executed, and then the effect random number update process S_RANDOM in step S77 can be executed.
[0225] The performance control CPU 120 controls the switching of a plurality of performance stages as a plurality of performance states in the pachinko game machine 1 by executing the performance stage control process of step 04AKS11. The performance control CPU 120 controls the change of performance settings including the performance output amount, such as the volume and the amount of light, in the pachinko game machine 1 by executing the performance output amount setting process of step 04AKS12. The performance control CPU 120 performs a menu display that enables the selection of a plurality of items, and enables the execution of various processes and various controls corresponding to the selection result of the item by executing the performance menu control process of step 04AKS13. The performance control CPU 120 controls the communication with the terminal device AK200 possessed by the player using the communication unit 42 by executing the terminal communication control process of step 04AKS14, and enables the execution of various processes and various controls corresponding to the actions and operations using the terminal device AK200 possessed by the player.
[0226] The main process S_MAIN for performance control may include, for example, as the process of step S79, a small symbol process. The small symbol process enables the variable display of small symbols in a reduced form of the left, middle, and right performance symbols in the image display device 5 in synchronization with the variable display of the first special symbol and the second special symbol, separately from the variable display of the performance symbol in the image display device 5. The main process S_MAIN for performance control may include, for example, as the process of step S79, a fourth symbol process. The fourth symbol process enables the variable display of the fourth symbol in the image display device 5 in synchronization with the variable display of the first special symbol and the second special symbol, separately from the variable display of the performance symbol. A fourth symbol display may be provided separately from the image display device 5. For example, the fourth symbol display provided on the left side of the image display device 5 may execute the variable display of the fourth symbol when the variable display of the first special symbol is executed. The fourth symbol display provided on the right side of the image display device 5 may execute the variable display of the fourth symbol when the variable display of the second special symbol is executed. When the variable display of the fourth symbol is executed, the variable display of the fourth symbol may be executed by alternately lighting and extinguishing two LEDs arranged vertically in the fourth symbol display. Corresponding to the elapse of the special symbol variation time, the stop symbols of the small symbol and the fourth symbol are definitely displayed at the start of the symbol determination period. For example, in the case of a big win, as the big win symbol of the fourth symbol, it may be stopped and displayed with two LEDs arranged vertically in the fourth symbol display lit in red. In the case of a time shortening deviation, as the time shortening deviation symbol of the fourth symbol, it may be stopped and displayed with two LEDs arranged vertically in the fourth symbol display lit in blue. In the case of no time shortening deviation, as the no time shortening deviation symbol of the fourth symbol, it may be stopped and displayed with two LEDs arranged vertically in the fourth symbol display turned off. The form of the stop symbol of the fourth symbol may be configured, for example, to be able to distinguish the big win type and the time shortening type. The stop symbols of the fourth symbol may be the same symbol in the case of a big win and in the case of a time shortening deviation.
[0227] FIG. 10-22 and FIG. 10-23 are flowcharts showing an example of a process executable as the command analysis process S_COMMAND. The command analysis process S_COMMAND is included in the processes that can be called from the main process S_MAIN for effect control shown in FIG. 8 and is executable at step S75. When this process is executed, the effect control CPU 120 determines whether a received command is stored in the command reception buffer (step 100IWS611). The command reception buffer stores the effect control commands received from the main board 11. Whether the received command is stored or not may be determined by comparing the value of the command reception count counter with the read pointer. If the two match, it is determined that the received command is not stored (step 100IWS611; N), and the command analysis process S_COMMAND ends.
[0228] If there is a received command stored corresponding to step 100IWS611 (step 100IWS611; Y), the received command is read from the command reception buffer (step 100IWS612), and the value of the read pointer is incremented by 2 (step 100IWS613). Since one effect control command is 2 bytes, the value is incremented by 2 in step 100IWS613 accordingly. Following step 100IWS613, it is determined whether the received effect control command is a variable pattern command (step 100IWS614). If it is a variable pattern command at this time (step 100IWS614; Y), the received variable pattern command is stored in the variable pattern command storage area provided in the RAM 122 (step 100IWS615). Along with this, after setting the variable pattern command reception flag (step 100IWS616), the process returns to step 100IWS611.
[0229] When the received effect control command is not a variable pattern command corresponding to step 100IWS614 (step 100IWS614; N), it is determined whether the received effect control command is a display result specification command (step 100IWS617). At this time, if it is a display result specification command (step 100IWS617; Y), the received display result specification command is stored in the display result specification command storage area provided in the RAM 122 (step 100IWS618), and then the process returns to step 100IWS611. When the received effect control command is not a display result specification command corresponding to step 100IWS617 (step 100IWS617; N), it is determined whether the received effect control command is any of the symbol determination specification commands (step 100IWS619). The symbol determination specification commands include the first symbol determination A specification command, the first symbol determination B specification command, the first symbol determination C specification command, the second symbol determination A specification command, the second symbol determination B specification command, and the second symbol determination C specification command. At this time, if it is a symbol determination specification command (step 100IWS619; Y), the corresponding determination command reception flag is set (step 100IWS620), and then the process returns to step 100IWS611. For example, when the first symbol determination A specification command is received, the first determination A command reception flag is set; when the first symbol determination B specification command is received, the first determination B command reception flag is set; when the first symbol determination C specification command is received, the first determination C command reception flag is set; when the second symbol determination A specification command is received, the second determination A command reception flag is set; when the second symbol determination B specification command is received, the second determination B command reception flag is set; and when the second symbol determination C specification command is received, the second determination C command reception flag is set.
[0230] When the received effect control command is not a symbol determination designation command corresponding to step 100IWS619 (step 100IWS619; N), it is determined whether the received effect control command is a big win start designation command (step 100IWS621). At this time, if it is a big win start designation command (step 100IWS621; Y), after setting the big win start designation command reception flag (step 100IWS622), the process returns to step 100IWS611. When the received effect control command is not a big win start designation command corresponding to step 100IWS621 (step 100IWS621; N), it is determined whether the received effect control command is a big win end designation command (step 100IWS623). At this time, if it is a big win end designation command (step 100IWS623; Y), after setting the big win end designation command reception flag (step 100IWS624), the process returns to step 100IWS611.
[0231] When the received effect control command is not a big win end designation command corresponding to step 100IWS623 (step 100IWS623; N), it is determined whether the received effect control command is a relief short count 1 designation command (step 100IWS625). At this time, if it is a relief short count 1 designation command (step 100IWS625; Y), after storing the received relief short count 1 designation command in the relief short count 1 designation command storage area provided in the RAM 122 (step 100IWS626), the process returns to step 100IWS611. When the received effect control command is not a relief short count 1 designation command corresponding to step 100IWS625 (step 100IWS625; N), it is determined whether the received effect control command is a relief short count 2 designation command (step 100IWS627). At this time, if it is a relief short count 2 designation command (step 100IWS627; Y), after storing the received relief short count 2 designation command in the relief short count 2 designation command storage area provided in the RAM 122 (step 100IWS628), the process returns to step 100IWS611.
[0232] When the received production control command is not the relief time reduction count 2 designation command corresponding to step 100IWS627 (step 100IWS627; N), it is determined whether the received production control command is the recovery time relief time reduction count designation command (step 100IWS629). At this time, if it is the recovery time relief time reduction count designation command (step 100IWS629; Y), based on the received recovery time relief time reduction count designation command, in the image display device 5, control is performed to display an initial outcome corresponding to the number of times until the relief time reduction (step 100IWS630), and the process returns to step 100IWS611. For example, when the EXT data of the received recovery time relief time reduction count designation command is 01[H], corresponding to the remaining variable display count of 100 times or less until the relief time reduction, "112" is displayed as the initial outcome. Thereby, it is suggested that the remaining variable display count until the relief time reduction is 100 times or less. When the EXT data of the received recovery time relief time reduction count designation command is 02[H], corresponding to the remaining variable display count of 101 times or more and 200 times or less until the relief time reduction, "223" is displayed as the initial outcome. Thereby, it is suggested that the remaining variable display count until the relief time reduction is 101 times or more and 200 times or less. When the EXT data of the received recovery time relief time reduction count designation command is 08[H], corresponding to the remaining variable display count of 701 times or more and 800 times or less until the relief time reduction, "889" is displayed as the initial outcome. Thereby, it is suggested that the remaining variable count until the relief time reduction is 701 times or more and 800 times or less. Note that in the first variable display after power recovery, a display suggesting the remaining variable display count until the relief time reduction may be performed, or a combination of symbols suggesting the remaining variable display count may be displayed. Also, for example, corresponding to the variable display within 1 to 100 times after power recovery, a display suggesting the remaining variable display count until the relief time reduction may be performed, or a combination of symbols suggesting the remaining variable display count may be displayed, etc., and it may be configured to perform a suggestive display at a relatively early stage after power recovery.
[0233] When the received production control command is not the short-time recovery command corresponding to step 100IWS629 (step 100IWS629; N), it is determined whether the received production control command is the normal state designation command (step 100IWS631). At this time, if it is the normal state designation command (step 100IWS631; Y), the image display device 5 performs control to switch to the background image corresponding to the normal state (step 100IWS632), and returns to step 100IWS611. According to step 100IWS632, for example, it is sufficient if a blue background image corresponding to the sea mode can be displayed. When the received production control command is not the normal state designation command corresponding to step 100IWS631 (step 100IWS631; N), it is determined whether the received production control command is the short-time state A designation command (step 100IWS633). At this time, if it is the short-time state A designation command (step 100IWS633; Y), the image display device 5 performs control to switch to the background image corresponding to the short-time state A (step 100IWS634), and returns to step 100IWS611. According to step 100IWS634, for example, it is sufficient if a yellow background image corresponding to the short-time state A, which is the short-time state via a big win, can be displayed corresponding to the sunset mode.
[0234] When the received production control command is not the time-saving state A designation command corresponding to step 100IWS633 (step 100IWS633; N), it is determined whether the received production control command is the time-saving state B designation command (step 100IWS635). At this time, if it is the time-saving state B designation command (step 100IWS635; Y), in the image display device 5, control is performed to switch to the background image corresponding to the time-saving state B (step 100IWS636), and the process returns to step 100IWS611. According to step 100IWS636, for example, if it is possible to display a green background image corresponding to the forest mode in the time-saving state B which is the time-saving state via time-saving deviation, that is sufficient. When the received production control command is not the time-saving state B designation command corresponding to step 100IWS635 (step 100IWS635; N), it is determined whether the received production control command is the time-saving state C designation command (step 100IWS637). At this time, if it is the time-saving state C designation command (step 100IWS637; Y), in the image display device 5, control is performed to switch to the background image corresponding to the time-saving state C (step 100IWS638), and the process returns to step 100IWS611. According to step 100IWS638, for example, if it is possible to display an orange background image corresponding to the mandarin orchard mode in the time-saving state C which is the time-saving state via relief time-saving, that is sufficient.
[0235] In this way, the command analysis process S_COMMAND can display different background images corresponding to whether it is the time-saving state via jackpot, the time-saving state via time-saving deviation, or the time-saving state via relief time-saving, even if it is the same time-saving state, according to steps 100IWS633 to 100IWS638. Note that it may be configured to display a common background image regardless of whether it is the time-saving state via jackpot, the time-saving state via time-saving deviation, or the time-saving state via relief time-saving. For example, by displaying a common background image in steps 100IWS634, 100IWS636, and 100IWS638, it may be configured to display a common background image in the time-saving state via jackpot, the time-saving state via time-saving deviation, and the time-saving state via relief time-saving.
[0236] When the received production control command is not the time-saving state C designation command corresponding to step 100IWS637 (step 100IWS637; N), it is determined whether the received production control command is the probability-changing state designation command (step 100IWS639). At this time, if it is the probability-changing state designation command (step 100IWS639; Y), in the image display device 5, control is performed to switch to the background image corresponding to the probability-changing state (step 100IWS640), and the process returns to step 100IWS611. By step 100IWS640, for example, it is sufficient to be able to display a red background image corresponding to the flame mode.
[0237] When the received effect control command is not a variable determination state designation command corresponding to step 100IWS639 (step 100IWS639; N), it is determined whether the received effect control command is a right hit notification start designation command (step 100IWS641). At this time, if it is a right hit notification start designation command (step 100IWS641; Y), control to start lighting the right hit notification LED is performed (step 100IWS642), and the process returns to step 100IWS611. The right hit notification start designation command is transmitted at the start of the symbol determination period by steps 100IWS1126 and 100IWS1134 shown in FIGS. 10-15 when a time-saving deviated symbol is derived and displayed or when it becomes a relief time-saving. As a result, lighting of the right hit notification LED is started at the start of the symbol determination period. When the received effect control command is not a right hit notification start designation command corresponding to step 100IWS641 (step 100IWS641; N), it is determined whether the received effect control command is a right hit notification end designation command (step 100IWS643). At this time, if it is a right hit notification end designation command (step 100IWS643; Y), control to end lighting the right hit notification LED is performed (step 100IWS644), and the process returns to step 100IWS611. When the received effect control command is not a right hit notification end designation command corresponding to step 100IWS643 (step 100IWS643; N), corresponding to receiving other commands, processing such as storing the received effect control command or setting a flag according to the received effect control command is executed (step 100IWS645), and the process returns to step 100IWS611. By step 100IWS645, for example, when a big winning opening winning designation command is received, a big winning opening winning flag indicating winning in the big winning opening is set.
[0238] FIG. 10-24 is a flowchart showing an example of a process executable as a production symbol variation start process. The production symbol variation start process is included in a process that can be called from the production control process S_CPROC shown in FIG. 9(A), and is executable in step S155 when the production control process code is 01[H]. When this process is executed, the production control CPU 120 determines the final stop symbol and the like (step 04AKS101). At this time, for example, the final stop symbol that becomes the display result of the production symbol may be determined corresponding to the variation pattern command stored in the variation pattern command storage area or the data stored in the display result designation command storage area. The production control CPU 120 that executes step 04AKS101 may constitute a display result determination means for determining the display result of the variable display. Note that when a pseudo continuous draw is specified by the variation pattern command, it is sufficient if the chance symbol can be determined as the temporary stop symbol during the pseudo continuous draw. The chance symbol may be, for example, a combination of symbols where one symbol is shifted from the big win symbol that does not result in a reach, such as "223" or "445". The data indicating the final stop symbol and the like of the determined production symbol may be stored in the production symbol display result storage area. It may be determined whether it is a big win based on the received variation pattern command, and the final stop symbol of the production symbol may be determined based only on the variation pattern command.
[0239] For example, when the received display result specification command indicates "normal jackpot", a combination of display patterns is determined as the final stop pattern, where three patterns are aligned with the same even-numbered pattern. The combination of display patterns aligned with even-numbered patterns is also referred to as the normal jackpot pattern. When the received display result specification command indicates "probability change jackpot", a combination of display patterns is determined as the final stop pattern, where three patterns are aligned with the same odd-numbered pattern. The combination of display patterns aligned with odd-numbered patterns is also referred to as the probability change jackpot pattern. When the received display result specification command indicates "sudden probability change jackpot", a combination of display patterns that becomes the sudden probability change jackpot pattern is determined as the final stop pattern. The sudden probability change jackpot pattern may be, for example, a combination of pre-determined display patterns such as "135". When the received display result specification command indicates "loss", a combination of display patterns different from the jackpot case is determined. However, in the case of a reach effect, a combination of display patterns where the two patterns on the left and right are aligned is determined. Even in the case of a loss, in the case of a "time-saving loss", a combination of display patterns including special patterns may be determined. The special pattern may be, for example, a star pattern showing the shape of a star. A combination of display patterns including different special patterns corresponding to the time-saving type may be determined. As a plurality of types of special patterns corresponding to the time-saving type, for example, a heart-shaped pattern showing the shape of a heart or a diamond pattern showing the shape of a diamond may be prepared in advance.
[0240] In step 04AKS101, for example, a random number for determining a combination of effect symbols that will be the final stop symbol may be extracted, and the final stop symbol of the effect symbols may be determined using a stop symbol determination table. The stop symbol determination table may be configured to include table data in which data indicating a combination of effect symbols is associated with a determination value. Thus, the final stop symbol of the effect symbols may be determined by selecting data indicating a combination of effect symbols associated with a determination value that matches the extracted random number. Among the effect symbols, a stop symbol that evokes a big win, such as a combination of symbols where, for example, the left, middle, and right are all the same symbol, is called a big win symbol. Among such big win symbols, a stop symbol that evokes a certain probability big win, such as a combination of symbols where, for example, the left, middle, and right are all the same odd-numbered symbol, is called a certain probability big win symbol. Also, a stop symbol that evokes a normal big win, such as a combination of symbols where, for example, the left, middle, and right are all the same even-numbered symbol, is called a normal big win symbol. A stop symbol that evokes a loss is called a loss symbol.
[0241] Next to step 04AKS101, it is determined whether there is a super reach with a reach effect that becomes a super reach (step 04AKS102). For example, when a reach effect that becomes super reach α or super reach β is executed corresponding to the variation pattern specified by the variation pattern command, it may be determined that there is a super reach. At this time, corresponding to the case where there is a super reach (step 04AKS102; Yes), an effect pattern for post-reach preview is determined (step 04AKS103), and an effect pattern for super reach is determined (step 04AKS104). The effect pattern for post-reach preview is an effect pattern that designates the effect mode of the preview effect to be executed as the post-reach preview effect to any one of a plurality of prepared modes. The post-reach preview effect is a preview effect that can be executed after the variable display of the effect symbol becomes the reach mode. The effect pattern for super reach is an effect pattern that designates the effect mode of the reach effect to any one of a plurality of prepared modes when the reach effect that becomes a super reach is executed. In the case where there is no super reach corresponding to step 04AKS102 (step 04AKS102; No), after step 04AKS104, an effect pattern for pre-reach preview is determined (step 04AKS105). The effect pattern for pre-reach preview is an effect pattern that designates the effect mode of the preview effect to be executed as the pre-reach preview effect to any one of a plurality of prepared modes. The pre-reach preview effect is a preview effect that can be executed when the variable display of the effect symbol does not become the reach mode, or before the variable display of the effect symbol becomes the reach mode.
[0242] Following step 04AKS105, it is determined whether the remaining variable display times until the rescue time is shortened are a specific number of times, such as 100 times, 200 times, 300 times, 400 times, 500 times, 600 times, 700 times, or 800 times (step 04AKS106). In step 04AKS106, if a rescue time shortening count 2 specification command is received, it may be determined that these are the variable display times. At this time, if the remaining variable display times until the rescue time is shortened are a specific number of times (step 04AKS106; Yes), a process table including a flapping effect corresponding to the variable display times is selected (step 04AKS107). For example, when the EXT data of the received rescue time shortening count 2 specification command is 01[H], a process table including a flapping effect corresponding to 100 remaining variable display times until the rescue time is shortened is selected. When the EXT data of the received rescue time shortening count 2 specification command is 08[H], a process table including a flapping effect corresponding to 800 remaining variable display times until the rescue time is shortened is selected.
[0243] If it is not a specific number of times corresponding to step 04AKS106 (step 04AKS106; No), it is determined whether the remaining variable display times until the rescue time is shortened is 10 times or less (step 04AKS108). In step 04AKS108, if the value of the EXT data of the received rescue time shortening count 1 command is 10 or less, it may be determined that it is 10 times or less. At this time, if it is 10 times or less (step 04AKS108; Yes), a process table including a countdown effect corresponding to the remaining variable display times until the rescue time is shortened is selected (step 04AKS109). For example, when the EXT data of the received rescue time shortening count 1 command is 0A[H], a process table including a countdown effect corresponding to 10 remaining variable display times until the rescue time is shortened is selected. When the EXT data of the received rescue time shortening count 1 command is 01[H], a process table including a countdown effect corresponding to 1 remaining variable display time until the rescue time is shortened is selected. If it is not 10 times or less corresponding to step 04AKS108 (step 04AKS108; No), a process table corresponding to each determination result is selected (step 04AKS110).
[0244] In addition, it may be configured to set and transmit a value corresponding to the remaining variable display times until the time is shortened during rescue to the EXT data of the background designation command for designating the background image. In this case, the effect control CPU 120 may determine the remaining variable display times based on the EXT data of the received background designation command and execute a fanning effect or a countdown effect. When it is specified that the remaining variable display times are 10 times or less based on a rescue time shortening times 1 designation command or the like, it may be configured not to execute a preview effect, or it may be configured to execute only a preview effect with a high expectation level. In a configuration capable of executing a pre-reading preview effect, when it is specified that the remaining variable display times are 10 times or less based on a rescue time shortening times 1 designation command or the like, it may be configured not to execute the pre-reading preview effect, or it may be configured to execute only a pre-reading preview effect with a high expectation level. When the variable display times for shortening the rescue time are reached, it may be configured to execute variable display using a variation pattern for designating a reach effect with a short special figure variation time.
[0245] After steps 04AKS107, 04AKS109, and 04AKS110, in the selected process table, start the process timer corresponding to process data #1 that becomes the first process data (step 04AKS111). Also, control the effect device according to the content of process data #1 (step 04AKS112). Subsequently, set a value corresponding to the variation time that becomes the special figure variation time specified by the variation pattern command in the variation time timer (step 04AKS113). After that, after updating the effect control process code to 02[H] corresponding to the process during the effect symbol variation (step 04AKS114), end the effect symbol variation start process.
[0246] FIG. 10-25 is an explanatory diagram regarding a process table. The process table is a table in which process data that can be referred to when the production control CPU 120 executes control of the production device is set. The production control CPU 120 can control a production device including production components such as the image display device 5 according to the process data set in the process table. FIG. 10-25(A) shows a configuration example 04AKT10 of the process table. FIG. 10-25(B) shows an execution example 04AKC10 of production device control using the process table.
[0247] The process table of the configuration example 04AKT10 is configured to include a plurality of process data such as process data #1 that is the first process data, process data #2 that is the second process data, ···, and process data #n that is the nth process data. Here, n may be any integer. Each process data may be configured to include a production control process timer setting value, display control data, audio control data, lamp control data, detection control data, and other production control data. The process data is control data that enables various productions using various production devices, such as the image display device 5, speakers 8L and 8R, production light emitters such as the game effect lamp 9 and decorative LEDs, push button 31B, lever controller 31C, direction selection key 31D, movable body 32, vibration motors 32B and 32C, communication unit 42, air blowing unit 43, or a combination of all or part of these. The production control data such as the display control data included in each process data is also referred to as production control execution data. For example, process data #1 can be configured as a combination of a production control process timer setting value #1 and production control execution data #1. Process data #2 can be configured as a combination of a production control process timer setting value #2 and production control execution data #2. Process data #n can be configured as a combination of a production control process timer setting value #n and production control execution data #n. The process table may be configured to be able to set the content and switching timing of production control in chronological order according to the arrangement of the process data.
[0248] The performance control process timer setting value is a value that can be set as the initial control value of the process timer provided in the RAM 122, and enables setting the execution period of the performance control using the performance control execution data. After setting the performance control process timer setting value obtained from the process table to the process timer, the performance control CPU 120 subtracts and updates the process timer each time a timer interrupt occurs, and performs performance control using the performance control execution data until a timeout occurs. Thereby, various performances including variable display of the performance pattern can be executed in the performance mode corresponding to the performance control execution data during the execution period corresponding to the performance control process timer setting value. Note that, for example, when a predetermined performance control command is received from the main board 11, or when a predetermined process is executed as a process for controlling the performance operation in the performance control CPU 120, process data indicating the content and switching timing of the performance control may be set due to the establishment of conditions corresponding to the predetermined control content and process content.
[0249] The display control data includes data indicating the display mode of the effect image on the display screen of the image display device 5, such as data indicating the variation mode of each effect symbol during the variable display of the effect symbol. That is, the display control data is data that can specify the display content of the effect image on the display screen of the image display device 5. The display of the effect image is also referred to as the effect display. The audio control data includes data indicating the audio output mode from the speakers 8L and 8R, such as data indicating the output mode of sound effects or the like linked to the variable display of the effect symbol. That is, the audio control data is data that can specify the audio output content from the speakers 8L and 8R. The lamp control data includes data indicating the lighting mode of the light emitters, such as data indicating the lighting mode of the light emitters such as the game effect lamp 9 and the decorative LED linked to the variable display of the effect symbol. That is, the lamp control data is data that can specify the lighting mode of the light emitters. The detection control data includes data indicating the effect control for detecting the actions and movements of the player, such as data specifying the detection effective period for effectively detecting the actions and movements of the player, such as the pressing operation on the push button 31B, and the control content corresponding to the detection. That is, the operation detection control data is data that can specify the effect control corresponding to the detection of the actions and movements of the player. Note that there may be a process table configured to include some of the effect control data corresponding to the content of the effect control using each process table. The multiple types of process data included in the process table may have different types of effect control data constituting each process data corresponding to the content of the effect control executed at each timing. That is, there may be process data configured to include all of the display control data, audio control data, lamp control data, and detection control data, or there may be process data configured to include some of these. For the effect control data of the effect device that is not the control target corresponding to the effect control process timer setting value, dummy data that does not specify control may be set.Furthermore, for example, there may be included arbitrary effect control data such as movable body control data indicating an operation mode of the movable body 32 serving as an effect implement, vibration control data indicating an on-period and a drive mode of the vibration motors 32B and 32C, and air blowing control data indicating an output mode of the effect air by the air blowing unit 43.
[0250] The process table may be prepared in a plurality of patterns in advance and stored in the ROM 121, for example, corresponding to a plurality of variation patterns. Also, a plurality of process tables having different effect modes even with the same variation pattern may be prepared in advance corresponding to a plurality of effect stages that are a plurality of effect states in the pachinko game machine 1. Alternatively, the process table may be prepared in a plurality of patterns in advance, for example, corresponding to a plurality of pre-announcement effects such as a pre-announcement before a reach or a pre-announcement after a reach. In the case of a variation pattern accompanied by a reach effect, the process table used may be set with process data indicating that the left symbol is stopped and displayed when a predetermined time has elapsed since the start of the variable display, and further, the right symbol is stopped and displayed when another predetermined time has elapsed. The setting of the effect symbol to be stopped and displayed may be generated by synthesizing an image for displaying the effect symbol corresponding to the stop symbol determined by step 04AKS101 shown in FIGS. 10-24, the temporary stop symbol in the pseudo-consecutive or sliding effect.
[0251] Using such a process table makes it possible to execute the control of an effect device such as Execution Example 04AKC10. The effect control CPU 120 reads out Process Data #1, which is the first process data, according to Step 04AKS112 shown in FIGS. 10-24, and uses the display control data #1, audio control data #1, lamp control data #1, detection control data #1, and any other arbitrary effect control data included therein to execute the control of the effect device including effect components. For example, a command based on the display control data for causing the image display device 5 to display an effect image corresponding to the variation pattern is output to the display control unit 123. Also, a control signal based on the audio control data for causing audio output from the speakers 8L and 8R is output to the audio control board 13. Also, a control signal based on the lamp control data for turning on or off a light-emitting body such as the game effect lamp 9 is output to the lamp control board 14. In addition, based on the detection control data, detection signals from an effect detection sensor group including the push sensor 35B, lever sensor 35C, etc. may be acquired, and effect control corresponding to the detection results of the actions and operations by the player may be performed. A control signal based on the air blowing control data may be output to the air blowing unit 43. Based on the communication control data, a control signal may be output to the communication unit 42, or a communication signal from the communication unit 42 may be acquired. A drive signal based on the vibration control data may be output to the vibration motors 32B and 32C. Thereafter, every time the value of the process timer is updated by subtraction, it is determined whether a timeout has occurred. If a timeout has occurred, effect control using the process data arranged in the next order in the process table is performed. In this way, the effect control CPU 120 advances the control of the effect using the effect device according to the contents from Process Data #1 to Process Data #n included in the process data. In the process table, next to the Process Data #n, which is the nth process data, a combination of the effect control process timer setting value #n+1 and an end code is arranged. The end code may be any control code that specifies the end of the effect control using the process table.The production control process timer setting value #n+1 may be a timer setting value corresponding to the end waiting period for waiting for the end of the production control using the process table.
[0252] FIGS. 10-26 and 10-27 are flowcharts showing an example of a process executable as a process during a production symbol variation. The process during a production symbol variation is included in the processes callable from the production control process process S_CPROC shown in FIG. 9(A), and is executable at step S155 when the production control process code is 02[H]. When this process is executed, the production control CPU 120 subtracts 1 from the value of the process timer (step 100IWS841) and subtracts 1 from the value of the variation time timer (step 100IWS842). At this time, it is determined whether or not the process timer has timed out (step 100IWS843). Then, when the process timer has timed out (step 100IWS843; Y), the production control process timer setting value included in the process data arranged next in the process table is set in the process timer, thereby starting the next process timer (step 100IWS844). Corresponding to the production control process timer setting value used in step 100IWS844, the production device is controlled according to the content of the next process data by production control using the production control execution data included in the process data (step 100IWS845). Thus, when the timeout of the process timer occurs, the process data is switched.
[0253] If the process timer has not timed out at step 100IWS843 (step 100IWS843; N), or after step 100IWS845, it is determined whether the first symbol determination A designation command or the second symbol determination A designation command has been received (step 100IWS846). In step 100IWS846, if the first determination A command reception flag or the second determination A command reception flag is set in the command analysis process, it may be determined that the command has been received. At this time, if the first symbol determination A designation command or the second symbol determination A designation command has been received (step 100IWS846; Y), a process table corresponding to the stage transition effect and the right hit notification is selected (step 100IWS847). The stage transition effect is an effect that notifies a transition to an effect stage corresponding to the time-saving state among a plurality of effect stages having a plurality of effect states. Following step 100IWS847, the process timer is started by obtaining the process timer setting value #1 from the process data #1 that is the first process data of the selected process table and setting it in the process timer (step 100IWS848). Also, the control of the effect device is executed according to the content of the process data #1 that is the first process data (step 100IWS849). The process data #1 here includes display control data #1, audio control data #1, lamp control data #1, and detection control data #1. The effect device includes, as effect components, an image display device 5, speakers 8L and 8R, a game effect lamp 9, and other effect light emitters. Along with step 100IWS849, a value corresponding to 20 seconds is set in the determined effect period timer (step 100IWS850). The determined effect period timer is a timer for measuring the symbol determination period on the side of the effect control CPU 120 that serves as the effect control means. Note that step 100IWS847 can select a process table corresponding to the stage transition effect and the right hit notification for the time-saving deviation when the time-saving deviation occurs during the normal state, and may also be able to select a process table corresponding to the stage transition effect and the right hit notification for the relief time-saving when the relief time-saving occurs.Whether the first symbol determination A designation command or the second symbol determination A designation command is received with a reduced relief time can be determined, for example, according to whether the EXT data of the received relief time reduction count 1 designation command is 00[H].
[0254] When the first symbol determination A designation command or the second symbol determination A designation command is not received corresponding to step 100IWS846 (step 100IWS846; N), it is determined whether the first symbol determination B designation command or the second symbol determination B designation command is received (step 100IWS851). In step 100IWS851, when the first confirmed B command reception flag or the second confirmed B command reception flag is set in the command analysis process, it may be determined that the command has been received. At this time, if the first symbol determination B designation command or the second symbol determination B designation command has been received (step 100IWS851; Y), a process table corresponding to the continuous effect is selected (step 100IWS852). The continuous effect is an effect that notifies that the short-time state continues. Following step 100IWS852, the process timer is started by obtaining the process timer setting value #1 from the process data #1 that becomes the first process data of the selected process table and setting it in the process timer (step 100IWS853). Also, the control of the effect device is executed according to the content of the process data #1 that becomes the first process data (step 100IWS854). The process data #1 here includes display control data #1, audio control data #1, lamp control data #1, and detection control data #1. The effect device includes, as effect components, an image display device 5, speakers 8L, 8R, a game effect lamp 9, and other effect light emitters. Along with step 100IWS854, a value corresponding to 10 seconds is set in the confirmed effect period timer (step 100IWS855).
[0255] When there is no reception of the first symbol determination B designation command or the second symbol determination B designation command corresponding to step 100IWS851 (step 100IWS851; N), it is determined whether the first symbol determination C designation command or the second symbol determination C designation command has been received (step 100IWS856). In step 100IWS856, when the first determination C command reception flag or the second determination C command reception flag is set in the command analysis process, it may be determined...
Claims
【Claim 1】 A gaming machine capable of performing a game and controlling it to an advantageous state favorable to the player, An effect execution means capable of executing an effect using a first effect means and a second effect means, A detection means capable of detecting an action using a terminal device possessed by the player, The first effect means is arranged at a position at a predetermined distance from the second effect means, The effect execution means, When the second effect means is executing a specific effect in a first specific mode, it is possible to execute a guiding effect that guides the player's line of sight by the first effect means, When executing the guiding effect, it is possible to execute the effect by a first pattern that switches the effect mode of the specific effect by the second effect means from the first specific mode to a second specific mode, When the second effect means is executing a special effect in a first special mode, it is possible to execute the guiding effect by the first effect means, When executing the guiding effect, it is possible to execute the effect by a second pattern that switches the effect mode of the special effect by the second effect means from the first special mode to a second special mode, The ratio of being controlled to the advantageous state is different when the effect is executed by the first pattern and when the effect is executed by the second pattern, The effect execution means, Corresponding to the detection of a first action using the terminal device at a first timing when a first promotion effect for displaying a first promotion image is being executed, it is possible to execute a first effect different from variable display, Corresponding to the detection of a second action using the terminal device at a second timing when a second promotion effect for displaying a second promotion image is being executed, it is possible to execute a second effect different from variable display, When the first promotion effect is executed, the first promotion image can be continuously displayed together with the execution of the first effect in a predetermined period after the action using the terminal device is detected, Even when the second promotion effect is being executed, the effect setting can be changed in response to the detection of an action using the terminal device. The gaming machine is characterized by this.
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