Pachinko machine
The gaming machine addresses marketability and player engagement by implementing variable displays and movable body controls, ensuring smooth operation and enhanced player experience even during power failures.
Patent Information
- Application Number
- JP2021120493
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-21
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2041-07-21
AI Technical Summary
Existing gaming machines lack enhancements to improve marketability and player engagement.
A gaming machine that can be controlled to an advantageous state for the player, featuring variable displays, movable body controls, and special states with enhanced displays and operations, including confirmation operations to ensure normal and special states are maintained, and ending effects are executed appropriately, even during power failures.
Enhances marketability and player engagement by providing a gaming experience with improved control mechanisms and dynamic displays, ensuring seamless operation during power failures.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state advantageous to a player.
Background Art
[0002] Movable In a gaming machine having a movable body capable of being operated and capable of executing a movable body effect for operating the movable body when a variable display of a symbol is performed, when the power is turned on or when the power is restored after a power failure, an initial operation (long initial operation) for operating the movable body in the same manner as the effect operation, or an initial operation (short initial operation) for operating the movable body by omitting a part of the effect operation can be executed (for example, Patent Document 1 See).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Patent Document 1's In a gaming machine having functions and configurations, there was room for improving the marketability.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine with improved marketability.
Means for Solving the Problems
[0006] (1) Executing variable display, Perform a round game advantageous to the player a predetermined number of times A gaming machine capable of being controlled to an advantageous state, A movable body, And movable body control means, There are a normal state and a special state more advantageous than the normal state, It is possible to display a predetermined display regarding the advantageous state in a predetermined display area, It is possible to display a special display whose aspect can change during the special state in a special display area, The predetermined display regarding the advantageous state in the predetermined display area does not change in aspect during the special state, When the power is turned on, the movable body control means can perform confirmation operation control for operating the movable body by an operation for confirming that the movable body operates normally, The confirmation operation control is control for operating the movable body so that the movable body does not overlap the predetermined display area with respect to the special display area, After the final round game ends, an ending effect can be executed, The movable body control means, When notifying that it is controlled to the advantageous state, it is possible to perform effect operation control for operating the movable body by an operation for notifying that it is controlled to the advantageous state, When power failure does not occur during the execution of the ending effect, effect operation control for operating the movable body is not performed during the execution of the ending effect, When power failure occurs during the execution of the ending effect and then power is turned on, it is possible to control the movable body so that the confirmation operation control ends before the execution period of the ending effect ends, The normal state is a state designed to launch a game medium toward the first game area side, The special state is a state designed to launch a game medium toward the second game area side, In the normal state, it is possible to display a first game area side launch promotion display for prompting to launch a game medium toward the first game area side, The first game area side launch promotion display can be displayed for a period longer than the period during which the movable body operates by the confirmation operation control, It is possible to display a demonstration display in a first case involving an initialization process when the power is turned on and a second case not involving an initialization process when the power is turned on, The movable body control means can control the movable body so that the confirmation operation control ends before the demonstration display starts, regardless of whether it is the first case or the second case, which is characterized by this. According to this feature, the marketability can be enhanced. The present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] <Configuration of Pachinko Machine, etc.> Figure 1 is a front view of the pachinko machine according to the present embodiment. In Figure 1, the layout of the main members in a pachinko machine 1 which is an example of a gaming machine is shown. A pachinko machine 1 which is an example of a gaming machine is roughly composed of a game board (gauge board) 2 constituting the game board surface and a gaming machine frame (base frame) 3 for supporting and fixing 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.
[0009] In the pachinko gaming machine 1, the game is played by variably displaying special symbols. The "variable display" of the special symbols means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). The variations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, enlargement / reduction of one or more symbols, etc. In the variation of the special symbols and the ordinary symbols described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbols described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as variable display or variation.
[0010] Note that, as special symbols variably displayed in the pachinko gaming machine 1, two types of special symbols are provided. For example, one special symbol is also referred to as "First Special Symbol" or "First Special Figure", and the other special symbol is also referred to as "Second Special Symbol" or "Second Special Figure". Also, the special figure game using the First Special Figure is called "First Special Figure Game", and the special figure game using the Second Special Figure is also called "Second Special Figure Game".
[0011] Near the center of the game area on the game board 2, an image display device 5 is provided. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.
[0012] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol (such as a symbol indicating a number) is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbol is variably displayed (for example, vertically scrolling display or update display) in each of the "left", "center", and "right" decorative symbol display areas. Note that the special figure game and the variable display of the decorative symbol that are executed in synchronization are collectively referred to simply as variable display.
[0013] On the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display on hold and an active display corresponding to the variable display in progress may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0014] The number of variable displays on hold 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, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.
[0015] On the game board 2 on the left side of the image display device 5, a character named Yumemi-chan who appears in the effects executed by the pachinko game machine 1 is drawn. Yumemi-chan is the protagonist who appears in the content used in the pachinko game machine 1. Also, on the game board 2 in the lower right of the image display device 5, a character named Jam-chan who appears in the effects executed by the pachinko game machine 1 is drawn. Jam-chan is a character who appears in the content used in the pachinko game machine 1.
[0016] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.
[0017] The winning ball device 6A forms a first start winning opening that is always kept in a certain open state where game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number (for example, three) of prize balls are paid out, and the first special figure game can be started.
[0018] The variable winning ball device 6B (ordinary electric accessory) forms a second start winning opening (electric chute) that changes between a closed state and an open state by a solenoid 81 (see FIG. 6). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, and the second start winning opening is in a closed state where game balls cannot enter (it is also said that the second start winning opening is in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, and the second start winning opening is in an open state where game balls can enter (it is also said that the second start winning opening is in the open state). When a game ball enters the second start winning opening, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to being equipped with an electric tulip-type accessory.
[0019] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations in the lower left of the game area and one location above the variable winning ball device 6B), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, ten) of game balls are paid out as prize balls.
[0020] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7A having a big winning opening is provided. The special variable winning ball device 7A includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 6), and forms a big winning opening (hereinafter referred to as the normal big winning opening) as a specific area that changes between an open state and a closed state by the big winning opening door.
[0021] For example, the special variable winning ball device 7A includes a winning opening door in the space between the game board 2 located on the back side of the pachinko machine 1 and the glass door frame 3a (see FIG. 2) located on the front side (player side) of the pachinko machine 1. By sliding the winning opening door horizontally between the back side and the front side of the pachinko machine 1, the path for the game balls to enter the normal winning opening is opened. Specifically, when the solenoid 82 is in the off state, the winning opening door slides to the front side of the pachinko machine 1 to close the normal winning opening, preventing the game balls from entering (passing through) the normal winning opening. On the other hand, when the solenoid 82 is in the on state, the winning opening door slides to the back side of the pachinko machine 1 to open the normal winning opening, making it easier for the game balls to enter the normal winning opening.
[0022] The game balls that enter the normal winning opening are detected by the count switch 23 by passing through the area provided inside the normal winning opening. When the game balls are detected by the count switch 23 (see FIG. 6), the corresponding number of game balls (for example, 10 for each detection) are paid out to the player as winning balls. When the game balls enter the normal winning opening, more winning balls are paid out than when the game balls enter the first starting winning opening, the second starting winning opening, or the general winning opening 10. Also, when the number of game balls detected by the count switch 23 reaches the upper limit (for example, 10), one round ends and the normal winning opening is controlled to the closed state.
[0023] In the pachinko machine 1, a V variable winning ball device 7B is provided next to the special variable winning ball device 7A. The V variable winning ball device 7B includes a winning opening door that is driven to open and close by a solenoid 83 (see FIG. 6), and forms a winning opening (hereinafter referred to as the V winning opening) that changes between the open state and the closed state by the winning opening door.
[0024] For example, the special variable winning ball device 7B includes a big winning opening door in the space between the game board 2 and the glass door frame 3a. By sliding this big winning opening door horizontally between the back side and the front side of the pachinko gaming machine 1, the path for the game balls to enter the V big winning opening is opened. Specifically, when the solenoid 83 is in the off state, the big winning opening door slides to the front side of the pachinko gaming machine 1 to close the V big winning opening, preventing the game balls from entering (passing through) the V big winning opening. On the other hand, when the solenoid 83 is in the on state, the big winning opening door slides to the back side of the pachinko gaming machine 1 to open the V big winning opening, making it easier for the game balls to enter the V big winning opening.
[0025] The game balls that enter the V big winning opening are detected by the V winning switch 24 (see FIG. 6) by passing through a specific area (also referred to as the V winning area) provided inside the V big winning opening. When the game balls are detected by the V winning switch 24, the game state is controlled to the probability-variable state. That is, in this embodiment, a V win occurs on the condition that a game ball enters the V big winning opening during a round of the big win game state, and the game state is controlled to the probability-variable state. Note that the normal winning opening and the V big winning opening are collectively also referred to as the big winning opening. Also, the big winning opening is also referred to as an attacker.
[0026] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning in the starting openings (the first starting winning opening, the second starting winning opening) is also referred to as a starting win.
[0027] In the pachinko gaming machine 1, variable display of normal symbols as a plurality of types of normal identification information different from the special symbols is performed. Such variable display of normal symbols is also referred to as a normal symbol game.
[0028] To the right of the image display device 5, a passing gate 41 through which game balls can pass is provided. Based on the fact that the game balls have passed through the passing gate 41, a normal symbol game is executed.
[0029] In addition to the above-described configuration, a windmill and a number of obstacle pins for changing the flow direction and speed of the game balls are provided on the surface of the game board 2. At the lowermost part of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports.
[0030] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3.
[0031] A movable body 32 that operates according to an effect is provided at a predetermined position of the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is composed of the character string "POWERFULII". "POWERFULII" may be the model name of the pachinko game machine 1, or may be a name representing the content used in the pachinko game machine 1 (for example, the title of an anime or the name of a singer). Further, the characters attached to the movable body 32 may indicate the name of a character that appears in the content used in the pachinko game machine 1 (for example, "Yume Yume" indicating the main character Yume-chan). In the present embodiment, the model name (Powerful II) of the pachinko game machine 1 is shown on the movable body 32.
[0032] In the present embodiment, the movable body 32 is movable between a position above the image display device 5 as shown in FIG. 1 and a position covering (overlapping) the front surface of the image display device 5. Specifically, the movable body 32 stops at a position covering (overlapping) the front surface of the image display device 5 when the characters "POWERFULII" fall obliquely ("P" is at the bottom and "II" is at the top). Note that the movable body 32 is also referred to as a device.
[0033] A hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball into the game area by a hitting and launching device is provided at the lower right position of the game machine frame 3.
[0034] At a predetermined position of the gaming machine frame 3 below the gaming area, there is provided a hitting ball supply tray (upper tray) that can hold (store) the game balls paid out as prize balls or the game balls lent by a predetermined ball lending machine so as to supply them to the hitting ball launching device. Note that, separately from the upper tray, the gaming machine frame 3 may be provided with a payout unit (hitting ball supply tray) that pays out prize balls when the upper tray is full.
[0035] At a predetermined position of the gaming machine frame 3 below the gaming area, a stick controller 31A as an operation lever that can be grasped by a player and tilted (operated in the front-back, left-right directions, or pulled toward the player) is attached. Inside the main body of the stick controller 31A or the like, a controller sensor unit 35A (see FIG. 6) that detects the tilting operation of the operation lever is provided. Further, the stick controller 31A incorporates a vibrator motor (not shown) for vibrating the stick controller 31A. Note that since the stick controller 31A can be pulled toward the player, it is also referred to as a "trigger".
[0036] At a predetermined position of the gaming machine frame 3 below the gaming area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. The operation on the push button 31B is detected by a push sensor 35B (see FIG. 6).
[0037] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may be provided.
[0038] The pachinko gaming machine 1 is provided with a special figure LED board 9020 at the lower left of the game board 2. The special figure LED board 9020 is controlled by a game control microcomputer 100 and is an LED board that notifies the first held memory number, the second held memory number, etc. by lighting / blinking / extinguishing of LEDs. In [Figure] 9, the types of special symbols (first special figure) in the first special figure game and the types of special symbols (second special figure) in the second special figure game are represented by combinations of lighting modes such as lighting / blinking / extinguishing of a plurality of LEDs. For example, as shown in Fig. 4(a) described later, in the special figure LED board 9020, the type of the first special figure is represented by a combination of lighting modes such as lighting / blinking / extinguishing of a plurality of LEDs provided in the special figure 1 variable display section 9021, and the type of the second special figure is represented by a combination of lighting modes such as lighting / blinking / extinguishing of a plurality of LEDs provided in the special figure 2 variable display section 9022. In the present embodiment, the term "lighting mode" is used as a concept including lighting, blinking, and extinguishing of various lamps such as frame lamps described later.
[0039] Furthermore, the pachinko gaming machine 1 is provided with a fourth symbol unit 9050 at the lower left of the image display device 5. The fourth symbol unit 9050 is controlled by an effect control CPU 120 and is an LED board that notifies the variation of the special figure, the held memory number, the right hit display, etc. by lighting / blinking / extinguishing of LEDs. In the fourth symbol unit 9050, the types of special symbols (first special figure) in the first special figure game and the types of special symbols (second special figure) in the second special figure game are represented by combinations of lighting modes such as lighting / blinking / extinguishing of a plurality of LEDs. For example, as shown in Fig. 4(b) described later, in the fourth symbol unit 9050, the type of the first special figure is represented by a combination of lighting modes such as lighting / blinking / extinguishing of a plurality of LEDs provided in the special figure 1 variable display section 53, and the type of the second special figure is represented by a combination of lighting modes such as lighting / blinking / extinguishing of a plurality of LEDs provided in the special figure 2 variable display section 54.
[0040] The pachinko gaming machine 1 is provided with a plurality of lamps (also referred to as game effect lamps) on the game board 2 and the gaming machine frame 3. Specifically, the pachinko gaming machine 1 includes an accessory lamp 9A provided on the movable body 32, a left board lamp 9B provided on the left side of the game board 2, an attacker lamp 9E provided near the special variable winning ball device 7B, a V attacker lamp 9F provided near the special variable winning ball device 7A, a V lamp 9G for notifying that it is during a round of a jackpot gaming state where the V large winning opening is open and a V winning can occur or that a V winning has occurred, an electric chaser lamp 9H provided near the variable winning ball device 6B, a stick controller lamp 9J provided on the stick controller 31A, a push button lamp 9K provided on the push button 31B, a left frame lamp 9L provided on the left side of the gaming machine frame 3, and a right frame lamp 9R provided on the right side of the gaming machine frame 3. The V lamp may notify that a jackpot has occurred.
[0041] The accessory lamp 9A is composed of a plurality of lamps such as accessory lamps 9A1 to 9A4. Specifically, a member with the word "POWERFULII" included in the movable body 32 is divided into four parts. The accessory lamp 9A1 is arranged on the back side of the "P" and "O" parts, the accessory lamp 9A2 is arranged on the back side of the "W" and "E" parts, the accessory lamp 9A3 is arranged on the back side of the "R" and "F" parts, and the accessory lamp 9A4 is arranged on the back side of the "U" and "L" parts. Thus, when the accessory lamps 9A1 to 9A4 light up (emit light) on the back side of the member with the word "POWERFULII", "POWERFULII" lights up (emits light).
[0042] The left-side board lamp 9B is composed of a plurality of lamps such as left-side board lamps 9B1 to 9B5. On the left side of the game board 2, in the content used in the pachinko game machine 1, the protagonist (for example, "Yume Yume" indicating the protagonist Yume Yume-chan) is depicted, and the left-side board lamps 9B1 to 9B5 are respectively arranged on the back side of the part of the game board 2 where the protagonist is depicted. Thus, when the left-side board lamps 9B1 to 9B5 light up (emit light) on the back side of the part of the game board 2 where the protagonist is depicted, the part of the game board 2 where the protagonist is depicted lights up (emits light).
[0043] The attacker lamp 9E is arranged on the back side of the game board 2 near the special variable winning ball device 7B. Thus, when the attacker lamp 9E lights up (emits light) on the back side of the game board 2, the vicinity of the special variable winning ball device 7B lights up (emits light). Also, the V attacker lamp 9F is arranged on the back side of the game board 2 near the special variable winning ball device 7A. Thus, when the V attacker lamp 9F lights up (emits light) on the back side of the game board 2, the vicinity of the special variable winning ball device 7A lights up (emits light).
[0044] The V lamp 9G is arranged on the back side of the part of the game board 2 where "V" is depicted. Thus, when the V lamp 9G lights up (emits light) on the back side of the part of the game board 2 where "V" is depicted, the part of the game board 2 where "V" is depicted lights up (emits light). The electric chaser lamp 9H is arranged near the variable winning ball device 6B, and when it lights up (emits light), the vicinity of the special variable winning ball device 7B lights up (emits light).
[0045] The stick controller lamp 9J is provided on the stick controller 31A, and when it lights up (emits light), the stick controller 31A lights up (emits light). The push button lamp 9K is provided on the push button 31B, and when it lights up (emits light), the push button 31B lights up (emits light).
[0046] The left frame lamp 9L is composed of a plurality of lamps 9L1 to 9L12 (described later with reference to FIG. 3) provided on the left side of the gaming machine frame 3. When each lamp lights up (emits light), the left side of the gaming machine frame 3 lights up (emits light). The right frame lamp 9R is composed of a plurality of lamps 9R2 to 9L12 (described later with reference to FIG. 3) provided on the right side of the gaming machine frame 3. When each lamp lights up (emits light), the right side of the gaming machine frame 3 lights up (emits light). Note that the left frame lamp 9L and the right frame lamp 9R are also collectively referred to as the frame lamp. Further, the accessory lamp 9A, the left panel lamp 9B, the attacker lamp 9E, the V attacker lamp 9F, the V lamp 9G, the electric chaser lamp 9H, the stick controller lamp 9J, the push button lamp 9K, the left frame lamp 9L, and the right frame lamp 9R are also collectively referred to as the gaming effect lamp 9.
[0047] FIG. 2 is a rear perspective view of the pachinko gaming machine 1 according to the present embodiment. On the back surface of the pachinko gaming machine 1, the main board 11 housed in the board case 201 is mounted. The main board 11 is provided with a setting key 51 and a setting change switch 52. The setting key 51 functions as a key switch for switching to a setting change state or a setting confirmation state. The setting change switch 52 functions as a setting switch for changing setting values such as the jackpot winning probability and the ball payout rate in the setting change state. The setting key 51 and the setting change switch 52 may be attached outside the main board 11, such as at a predetermined position on the power board 17 (see FIG. 6).
[0048] A display monitor 29 is arranged at the center of the back surface of the main board 11, and a display change switch 31 (see FIG. 6) is arranged on the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display change switch 31 are arranged in the front when the back surface side of the game board 2 is visually recognized with the gaming machine frame 3 open, for visually recognizing the main board 11.
[0049] The display monitor 29 can display winning information such as consecutive ratios, winning ratios, and bases. The consecutive ratio is the ratio of the number of winning balls due to winning at the big winning opening (Attacker) among the total number of winning balls. The winning ratio is the ratio of the number of winning balls due to winning at the second start winning opening (Electric Chute) and the number of winning balls due to winning at the big winning opening (Attacker) among the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls launched. When in the setting change state or the setting confirmation state, the display monitor 29 can display the set values in the pachinko gaming machine 1. The display monitor 29 only needs to be able to display the set values to be changed or confirmed and the like when in the setting change state or the setting confirmation state.
[0050] The setting key 51 and the setting change switch 52 cannot be operated from the front side of the pachinko gaming machine 1 when the gaming machine frame 3 is closed. A glass door frame 3a having a glass window is rotatably provided on the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0051] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. The security cover 50A covers the right side of the substrate case 201 including the setting key 51 and the setting change switch 52 from the back side when the gaming machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and it only needs to be made of a synthetic resin having transparency.
[0052] FIG. 3 is a diagram for explaining the frame lamp. The left frame lamp 9L has twelve lamp groups of the left frame lamps 9L1 to 9L12 extending from above to below the gaming machine frame 3 in a counterclockwise direction. The left frame lamp 9L emits light near the left side of the gaming machine frame 3 by lighting or flashing a plurality of lamps (twelve lamps in this example) respectively. On the other hand, the right frame lamp 9R has eleven lamp groups of the right frame lamps 9R2 to 9L12 extending from above to below the gaming machine frame 3 in a clockwise direction. The right frame lamp 9R emits light near the right side of the gaming machine frame 3 by lighting or flashing a plurality of lamps (eleven lamps in this example) respectively.
[0053] FIG. 4 is a diagram for explaining the special figure LED board 9020 and the fourth symbol unit 9050. As shown in FIG. 4(a), the special figure LED board 9020 includes a special figure 1 variable display section 9021 showing the variable display of the first special figure, a special figure 2 variable display section 9022 showing the variable display of the second special figure, a special figure 1 memory display section 9023 showing the first hold memory number corresponding to the first special figure game, a special figure 2 memory display section 9024 showing the second hold memory number corresponding to the second special figure game, a general figure memory display section 9025 showing the general figure hold memory number, a general figure display section 9026 showing the variable display of the general symbol, a right strike display section 9030 prompting the player to strike right, a sure change display section 9028 indicating the presence or absence of the sure change state, a time shortening display section 9029 indicating the presence or absence of the time shortening state, and a round display section 9027 showing the number of rounds of the big win. Each display section can notify the player of the presence or absence of the variable display of the special figure or the general symbol, and as a result, the current gaming state, the hold number, etc. by lighting or flashing by lighting means such as LEDs.
[0054] For example, the special figure 1 variable display section 9021 notifies the player of whether the variable display of the first special symbol in the first special figure game is being performed and the stopped symbol of the first special symbol determined by the result of the variable display by lighting / flashing / extinguishing by lighting means such as LEDs. The special figure 2 variable display section 9022 notifies the player of whether the variable display of the second special symbol in the second special figure game is being performed and the stopped symbol of the second special symbol determined by the result of the variable display by lighting / flashing / extinguishing by lighting means such as LEDs.
[0055] Furthermore, the special figure LED board 9020 can prompt the player to make a right-handed hit by lighting / flashing / extinguishing the lighting means such as LEDs in the right-handed display section 9030. In the present embodiment, when prompting the player to make a right-handed hit, the lighting means such as LEDs in the right-handed display section 9030 lights up (emits light), and when not prompting the player to make a right-handed hit, that is, when prompting the player to make a left-handed hit, the lighting means such as LEDs in the right-handed display section 9030 extinguishes. After the symbols are determined, the CPU 103 transmits a right-handed display lighting designation command to the effect control CPU 120 and lights up the right-handed display section 9030. After the symbols are determined by the final variation in the high base state before returning to the normal state, the CPU 103 transmits a right-handed display extinguishing designation command to the effect control CPU 120 and extinguishes the right-handed display section 9030. In addition, when the pachinko gaming machine 1 has a jackpot that is not controlled to the high base state after the jackpot gaming state, the effect control CPU 120 may light up the right-handed display section 9030 only during the jackpot round. In this case, the CPU 103 transmits a jackpot end designation command to the effect control CPU 120 and extinguishes the right-handed display section 9030.
[0056] Here, "right hitting" means operating the hitting operation handle 30 so as to launch a game ball toward the second downward flow path out of the first downward flow path and the second downward flow path in the game area provided on the game board 2 (way of hitting). The first downward flow path is, for example, a path passing through the left area of the game area, and at the end of it, there is a first starting winning opening formed in the winning ball device 6A, while there is no second starting winning opening formed in the variable winning ball device 6B. The second downward flow path is, for example, a path passing through the right area of the game area, and at the end of it, there are a second starting winning opening and a big winning opening (normal big winning opening, V big winning opening) formed in the variable winning ball device 6B. When the player launches a game ball toward the first downward flow path, the game ball flows through the first downward flow path and into the first starting winning opening. When the player launches a game ball toward the second downward flow path, the game ball flows through the second downward flow path and into the second starting winning opening or the big winning opening (normal big winning opening, V big winning opening).
[0057] In the present embodiment, in the jackpot game after a jackpot occurs and the game states (time shortening state or probability variation state) after the jackpot game, when the player makes a right hit, the game ball enters the second starting winning opening or the big winning opening provided on the right side of the game area. During that time, the right hit display section 9030 prompts the player to make a right hit. By making a right hit while the display prompting the player to make a right hit is being performed, the player can cause the game ball to enter the second starting winning opening and have a predetermined number (for example, 3) of prize balls paid out and obtain the right to play the second special figure game, or cause the game ball to enter the normal big winning opening and have a predetermined number (for example, 10) of prize balls paid out. Further, although details will be described later, during the round of the probability variation jackpot, the V big winning opening is opened. By making a right hit while the display prompting the player to make a right hit is being performed, the player can also cause the game ball to enter the V big winning opening and obtain the right for being controlled to the probability variation state. Therefore, by making a right hit while the display prompting the player to make a right hit is being performed, the player can be comprehensively advantaged. Note that, different from the right hit, operating the hitting operation handle 30 so as to launch a game ball toward the first downward flow path (way of hitting) is also referred to as a left hit.
[0058] As shown in FIG. 4(b), the fourth symbol unit 9050 includes a special drawing 1 memory display unit 51 that indicates the first number of held memories corresponding to the first special drawing game, a special drawing 2 memory display unit 52 that indicates the second number of held memories corresponding to the second special drawing game, a special drawing 1 variable display unit 53 that indicates the status or display result of the variable display of the first special drawing, a special drawing 2 variable display unit 54 that indicates the status or display result of the variable display of the second special drawing, and a right hit display unit 55 that prompts the player to hit the right. Each display unit can notify the player of the presence or absence of the variable display of the special drawing, the number of held memories, and the right hit instruction, etc., by lighting / flashing / extinguishing by lighting means such as LEDs.
[0059] For example, the special drawing 1 variable display unit 53 notifies the player, by lighting / flashing / extinguishing by lighting means such as LEDs, whether the variable display of the first special symbol in the first special drawing game is being performed, and the stop symbol of the first special symbol determined by the result of the variable display. The special drawing 2 variable display unit 54 notifies the player, by lighting / flashing / extinguishing by lighting means such as LEDs, whether the variable display of the second special symbol in the second special drawing game is being performed, and the stop symbol of the second special symbol determined by the result of the variable display.
[0060] Hereinafter, the representation of the change of the stop symbol of the first special symbol by lighting means such as LEDs in the special drawing 1 variable display unit 9021 or the special drawing 1 variable display unit 53 is also referred to as the variable display (variable display) of the first special symbol. Also, the representation of the change of the stop symbol of the second special symbol by lighting means such as LEDs in the special drawing 2 variable display unit 9022 or the special drawing 2 variable display unit 54 is also referred to as the variable display (variable display) of the second special symbol.
[0061] Furthermore, in the present embodiment, when prompting the player to hit right, lighting means such as LEDs in the right-hit display unit 55 of the fourth symbol unit 9050 lights up (emits light), and when not prompting the player to hit right, that is, when prompting the player to hit left, the lighting means such as LEDs in the right-hit display unit 55 turns off. After the symbols are determined, the effect control CPU 120 lights up the right-hit display unit 55 based on receiving a right-hit display lighting designation command from the CPU 103, and after the symbols are determined by the final variation in the high-base state before returning to the normal state, the effect control CPU 120 turns off the right-hit display unit 55 based on receiving a right-hit display turning-off designation command from the CPU 103. When the pachinko gaming machine 1 has a jackpot that is not controlled to a high base after the jackpot gaming state, the effect control CPU 120 may light up the right-hit display unit 55 only during the jackpot round. In this case, the effect control CPU 120 turns off the right-hit display unit 55 based on receiving a jackpot end designation command from the CPU 103.
[0062] FIG. 4(c) is a diagram for explaining the relationship between the fourth symbol unit and the game effect lamp. In the pachinko gaming machine 1, when the effect control CPU 120 receives a pre-variation pattern command, a post-variation pattern command, or a symbol determination command, which will be described later, among the effect control commands, the fourth symbol unit 9050 and the game effect lamp are made to have different lighting mode switching states such as lighting, blinking, and turning off. The pre-variation pattern command and the post-variation pattern command are commands output from the CPU 103 of the game control microcomputer 100, which will be described later, to the effect control CPU 120 of the effect control board 12, and a set of the pre-variation pattern command and the post-variation pattern command is output from the CPU 103 to the effect control CPU 120. Hereinafter, the pre-variation pattern command and the post-variation pattern command are also collectively referred to as the variation pattern command.
[0063] Specifically, when the effect control CPU 120 receives a variation pattern command from the CPU 103, it changes the lighting mode of the LEDs (variable display 53 in the special figure 1 and variable display 54 in the special figure 2) in the fourth symbol unit 9050. For example, when the effect control CPU 120 receives a variation pattern command corresponding to the first special figure game from the CPU 103, based on the received variation pattern command, it switches the lighting mode of the variable display 53 in the special figure 1 from turning off indicating the stop of the first special symbol to flashing indicating the variation of the first special symbol. Also, when the effect control CPU 120 receives a variation pattern command corresponding to the second special figure game from the CPU 103, based on the received variation pattern command, it switches the lighting mode of the variable display 54 in the special figure 2 from turning off indicating the stop of the second special symbol to flashing indicating the variation of the second special symbol.
[0064] On the other hand, even when the effect control CPU 120 receives a variation pattern command from the CPU 103, it maintains the lighting mode before receiving the variation pattern command without changing the lighting mode of the LEDs (such as frame lamps) in the game effect lamps.
[0065] Also, when the effect control CPU 120 receives a symbol determination command from the CPU 103, it changes the lighting mode of the LEDs (variable display 53 in the special figure 1 and variable display 54 in the special figure 2) in the fourth symbol unit 9050. For example, when the effect control CPU 120 receives a symbol determination command specifying the end of symbol variation in the first special figure game from the CPU 103, based on the received symbol determination command, it switches the lighting mode of the variable display 53 in the special figure 1 from flashing indicating the variation of the first special symbol to turning off indicating the stop of the first special symbol. Also, when the effect control CPU 120 receives a symbol determination command specifying the end of symbol variation in the second special figure game from the CPU 103, based on the received symbol determination command, it switches the lighting mode of the variable display 54 in the special figure 2 from flashing indicating the variation of the second special symbol to turning off indicating the stop of the second special symbol.
[0066] On the other hand, even when the performance control CPU 120 receives the symbol determination command from the CPU 103, it maintains the lighting state before receiving the symbol determination command without changing the lighting state of the LEDs (such as the frame lamps) in the game effect lamps.
[0067] In this way, in the pachinko gaming machine 1, in the fourth symbol unit 9050, the state of the lamp (LED) changes in response to receiving the variable pattern command or the symbol determination command. In contrast, in the pachinko gaming machine 1, in the game effect lamp 9, the state of the lamp is maintained before and after receiving the command regardless of receiving the variable pattern command or the symbol determination command. Note that the pachinko gaming machine 1 may be configured such that the state of the game effect lamp 9 changes in response to receiving the variable pattern command. For example, when the gaming state of the pachinko gaming machine 1 changes from the normal state to the short-time state after a big win, the state of the game effect lamp 9 may be changed from the lighting state in the normal state to the lighting state in the short-time state in response to receiving the variable pattern command indicating the start of the short-time state.
[0068] FIG. 5 is a diagram for explaining the display state of the screen in the image display device 5. Most of the display area of the image display device 5 displays images such as variable display of decorative symbols and reach effects. Specifically, in the center of the screen of the image display device 5, in synchronization with the first special figure game or the second special figure game, variable display of decorative symbols (such as symbols indicating numbers, etc.) as a plurality of types of decoration identification information different from the special symbols is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbols are variably displayed (for example, vertically scrolled or updated) in the respective decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The special figure game and the variable display of the decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0069] At the lower end of the screen of the image display device 5, there are provided a first hold memory display area 5D capable of displaying the first hold memory number by the number of circular hold displays, a second hold memory display area 5U capable of displaying the second hold memory number by the number of circular hold displays, and an active display area 5A for displaying a hold display corresponding to the variable display being executed as an active display.
[0070] At the upper right end of the screen of the image display device 5, a fourth symbol 5J indicating that a special symbol is in variable display is displayed. Below the fourth symbol 5J, numbers indicating the first hold memory number and the second hold memory number are displayed. The number on the left side indicates the first hold memory number, and the number on the right side indicates the second hold memory number. Below the display indicating the hold numbers, small symbols 5M smaller in size than each decorative symbol are displayed. The small symbols are arranged horizontally in parallel with the symbols corresponding to the decorative symbols displayed in the "left" decorative symbol display area 5L, the decorative symbols displayed in the "center" decorative symbol display area 5C, and the decorative symbols displayed in the "right" decorative symbol display area 5R, respectively. Also, the small symbols 5M are symbols that are always displayed on the screen of the image display device 5 without being made invisible during variable display.
[0071] As shown in FIG. 5, a decorative symbol is arranged at the center of the screen of the image display device 5, and the small symbols 5M are arranged at a size smaller than the decorative symbol at the right end of the screen of the image display device 5. For this reason, the visibility of the small symbols 5M is lower than that of the decorative symbol.
[0072] As shown in FIG. 5(a), the shape of the screen of the image display device 5 is a rectangle or a substantially rectangular shape, but the game board 2 is fixed so as to cover the end of the screen of the image display device 5. For this reason, as shown in FIG. 5(b), when the pachinko gaming machine 1 is viewed from the front, a part (especially the end) of the screen of the image display device 5 cannot be visually recognized or is difficult to visually recognize due to the game board 2.
[0073] <Substrate Configuration> FIG. 6 is a diagram for explaining various boards and the like mounted on the pachinko gaming machine 1. As shown in FIG. 6, the pachinko gaming machine 1 is equipped with a main board 11, an effect control board 12, an audio control board 13, a relay board 15, and the like. In addition, various boards such as a payout control board, an information terminal board, a launch control board, and the like are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 connected to the power switch 91 is also mounted. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.
[0074] In the pachinko gaming machine 1, power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied by the power supply board 17 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 rectifier 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 DC12V or DC5V), and the like.
[0075] The main board 11 is a main-side control board and has a function of controlling the progress of the above-mentioned games in the pachinko gaming machine 1 (including the execution of special figure games (including the management of holds), the execution of general figure games (including the management of holds), jackpot game states, game states, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, and the like.
[0076] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and an RTC (Real Time Clock) 106.
[0077] By executing the program stored in the ROM 101, the CPU 103 performs a process of controlling the progress of the game (a process that realizes the functions of the main board 11). At this time, various data stored in the ROM 101 (such as variable patterns described later, production control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0078] The random number circuit 104 countably updates numerical data indicating various random values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0079] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the special figure LED board 9020 etc., solenoid drive signals).
[0080] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23, V winning switch 24) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that the game ball has passed or entered.
[0081] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for 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, a built-in IC of a watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game 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 in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0082] The output circuit 111 transmits a solenoid drive signal from the game control microcomputer 100 to the solenoid 81, the solenoid 82, or the solenoid 83.
[0083] A display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90 are connected to the main board 11. The door open sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.
[0084] The main board 11 (game control microcomputer 100) supplies an effect control command (a command specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game. 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 includes, for example, various determination results on the main board 11 (for example, the display result of a special figure game (including the type of big win), the variable pattern used when executing a special figure game (details will be described later)), the status of the game (for example, the start or end of variable display, the opening status of a big winning opening, the occurrence of a winning, the number of stored holds, the game state), commands specifying the occurrence of an error, etc.
[0085] The performance control board 12 is a sub-control board independent of the main board 11. It receives performance control commands and has the function of executing performances (various performances according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received performance control commands.
[0086] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0087] By executing the program stored in the ROM 121, the performance control CPU 120 performs processing for executing performances together with the display control unit 123 (processing for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0088] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals output when an operation by the player is detected, and signals appropriately indicating the operation content).
[0089] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.
[0090] The presentation control unit 123 supplies a video signal corresponding to the presentation to be executed to the image display device 5 based on the presentation execution instruction from the presentation control CPU 120, thereby causing the image display device 5 to display the presentation image. The presentation control CPU 120 supplies a sound designation signal (a signal for designating the sound to be output) to the sound control board 13 in order to output sound synchronized with the display of the presentation image, or supplies luminance data (a signal for designating the lighting / extinguishing state of the lamp) for lighting / extinguishing the game effect lamp 9 to the LED driver. Further, the presentation control CPU 120 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0091] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0092] Although details will be described later, each game effect lamp has a game effect lamp LED board on which an LED (lamp) and an LED driver for supplying current to the LED are mounted. The LED driver controls the lighting / flashing / extinguishing of the game effect lamp 9 by adjusting the current to each LED (lamp) included in the game effect lamp 9 based on the luminance data from the presentation control CPU 120. In this way, the presentation control CPU 120 controls the lighting / flashing / extinguishing of the game effect lamp 9.
[0093] The random number circuit 124 countably updates numerical data indicating various random number values (random numbers for presentations) used for executing various presentations. The random numbers for presentations may be updated by the presentation control CPU 120 executing a predetermined computer program (updated by software).
[0094] The I / O 125 mounted on the presentation control board 12 includes an input port for capturing a presentation control command transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, luminance data signal).
[0095] Boards other than the main board 11, such as the performance control board 12 and the audio control board 13, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.
[0096] The fourth symbol unit 9050 is connected to the performance control board 12, and each display unit can be lit (flashed) under the control of the performance control CPU 120.
[0097] <Overview of the progress of the game> In the pachinko game machine 1 having the above-described configuration, the game progresses as follows. By a rotation operation by the player on the hitting operation handle 30 provided in the pachinko game machine 1, the game ball is launched toward the game area. When the game ball passes through the passing gate 41, the normal symbol game by the normal symbol display 20 starts. In addition, when the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution etc. (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be executed immediately), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).
[0098] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, as the determined normal symbol, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol lose". When it becomes "normal symbol win", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0099] When the game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the special symbol 1 variable display unit 9021 of the special symbol LED board 9020 starts.
[0100] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special figure game by the special figure 2 variable display section 9022 of the special figure LED board 9020 is started.
[0101] During the period of execution of the special figure game and during the period controlled to the jackpot game state described later, when a game ball enters (wins) the start winning opening (when a start winning occurs but the special figure game based on the start winning cannot be immediately executed), the special figure game based on the entry is held until a predetermined upper limit number (for example, 4).
[0102] In the special figure game, when the combination of the lighting modes of the plurality of LEDs provided in the special figure 1 variable display section 9021 and the special figure 2 variable display section 9022 of the special figure LED board 9020 becomes the combination of lighting modes corresponding to a specific special symbol (jackpot symbol, the actual symbol varies according to the jackpot type described later), it becomes a "jackpot". Note that the lighting mode corresponding to a specific special symbol (jackpot symbol) in the combination of the lighting modes of the plurality of LEDs provided in the special figure 1 variable display section 9021 and the special figure 2 variable display section 9022 of the special figure LED board 9020 is also referred to as the "specific display result". Also, when the combination of the lighting modes of the plurality of LEDs provided in the special figure 1 variable display section 9021 and the special figure 2 variable display section 9022 of the special figure LED board 9020 becomes the combination of lighting modes corresponding to a special symbol (losing symbol) different from the jackpot symbol, it becomes a "loss". Note that the lighting mode corresponding to a special symbol (losing symbol) different from the jackpot symbol in the combination of the lighting modes of the plurality of LEDs provided in the special figure 1 variable display section 9021 and the special figure 2 variable display section 9022 of the special figure LED board 9020 is also referred to as the "losing display result".
[0103] After the display result in the special figure game becomes a "big win", it is controlled to a big win game state as an advantageous state for the player. Note that it may be controlled to a small win game state as an advantageous state. Here, a small win is a win that allows up to a small number of openings of the big winning opening compared to a big win. Note that when the small win game state ends, the game state does not change. That is, before and after the small win game state, there is no transition from the probability variable state to the normal state or from the normal state to the probability variable state. Also, similar to the big win type, a small win type may be provided for the "small win".
[0104] In the big win game state, the big winning opening formed by the special variable winning ball device 7 becomes an open state in a predetermined manner. The open state continues until the timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) or the timing until the number of game balls entering the big winning opening reaches a predetermined number (for example, 9 balls), whichever is earlier. This predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. In this way, one cycle in which the big winning opening becomes an open state is called a round (round game). In the big win game state, the round can be repeatedly executed until a predetermined upper limit number of times (10 times or 7 times) is reached.
[0105] In the big win game state, the player can obtain prize balls by causing the game balls to enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more rounds there are in the big win game state and the longer the opening upper limit period is, the more advantageous it is for the player.
[0106] Note that a big win type is set for the "big win". For example, a plurality of types of opening modes of the big winning opening (number of rounds, opening upper limit period, etc.) and game states after the big win game state (normal state, time shortening state, probability variable state, etc.) are prepared, and the big win type is set according to these. As the big win type, a big win type in which many prize balls can be obtained, a big win type with few prize balls, or a big win type in which almost no prize balls can be obtained may be provided.
[0107] After the jackpot gaming state ends, depending on the type of jackpot, it may be controlled to a time - shortening state or a probability - variation state.
[0108] In the time - shortening state, control (time - shortening control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the time - shortening state, control (high - opening control, high - base control) is also executed to make it easier for the game balls to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or increasing the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time - shortening state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0109] In the probability - variation state (probability - changing state), in addition to the time - shortening control, probability - changing control is executed to increase the probability that the display result becomes a "jackpot" compared to the normal state. Since the probability - variation state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "jackpot", it is an even more advantageous state for the player.
[0110] The time - shortening state and the probability - variation state continue until any one of the end conditions, such as a predetermined number of special symbol games being executed or the next jackpot gaming state starting, is satisfied first. What has the end condition that a predetermined number of special symbol games are executed is also called "running out of times" (time - shortening when running out of times, probability - variation when running out of times, etc.).
[0111] The normal state refers to a gaming state other than advantageous states such as the jackpot gaming state that is advantageous for the player, special states such as the time - shortening state and the probability - variation state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the normal symbol game becomes "normal symbol win" and the probability that the display result in the special symbol game becomes "jackpot", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (for example, when no predetermined return process is executed after power - on as in the case when a system reset is performed).
[0112] The state in which the probability variation control is being executed is also referred to as the high probability state, and the state in which the probability variation control is not being executed is also referred to as the low probability state. The state in which the time reduction control is being executed is also referred to as the high base state, and the state in which the time reduction control is not being executed is also referred to as the low base state. By combining these, the time reduction state is also referred to as the low probability high base state, the probability variation state is also referred to as the high probability high base state, the normal state is also referred to as the low probability low base state, etc. The high probability state and the low base state are also referred to as the high probability low base state.
[0113] Note that the gaming state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big win gaming state. For example, when the game ball passes through the specific area, it may be controlled to the probability variation state after that big win gaming state.
[0114] In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. Note that the effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be performed as effects using audio output from the speakers 8L, 8R, lighting or extinguishing of the game effect lamp 9, movement of the movable body 32, or any effect device including some or all of these.
[0115] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, 5R provided on the image display device 5, the variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) stops being displayed in the first special figure game or the second special figure game, the determined decorative symbol (a combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, also stops being displayed (derived).
[0116] During the period from the start to the end of the variable display of the decorative symbol, the mode of the variable display of the decorative symbol may become a predetermined reach mode (reach is established). Here, the reach mode is, for example, a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbol stopped and displayed on the screen of the image display device 5 constitutes a part of the jackpot combination described later.
[0117] In addition, a reach effect is executed in response to the reach mode being achieved during the variable display of the decorative symbol. In the pachinko gaming machine 1, a plurality of types of reach effects are executed in which the ratio (also called jackpot reliability or jackpot expectancy) at which the display result (display result of the special figure game or variable display of the decorative symbol) becomes a "jackpot" differs according to the effect mode. Examples of the reach effect include a normal reach and a super reach with a higher jackpot reliability than the normal reach. In addition, the super reach includes the first half of the super reach that ends in the first half of the super reach, the second half of the super reach that develops from the first half of the super reach, and the final reach that develops from the first half of the super reach. In the present embodiment, the jackpot reliability is higher when the display result of the variable display is derived in the first half of the super reach than when it is derived in the normal reach. Also, the jackpot reliability is higher when the display result of the variable display is derived in the second half of the super reach than when it is derived in the first half of the super reach. Further, the jackpot reliability is higher when the display result of the variable display is derived in the final reach than when it is derived in the second half of the super reach. Hereinafter, "super reach" is also referred to as "SP reach", "the first half of the super reach" as "SP first half (SP first half reach)", "the second half of the super reach" as "SP second half (SP second half reach)", and "final reach" as "SP final (SP final reach)".
[0118] When the combination of lighting patterns corresponding to the display result of the special figure game is the combination of lighting patterns corresponding to "big win" (the specific display result described above), on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern that is a predetermined big win combination is derived (the display result of the variable display of the decorative pattern becomes "big win"). As an example, the same decorative pattern (for example, "7", etc.) stops and is displayed aligned on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right".
[0119] In the case of a "probability variable big win" that is controlled to the probability variable state after the end of the big win game state, odd decorative patterns (for example, "7", etc.) stop and are displayed aligned, and in the case of a "non-probability variable big win (normal big win)" that is not controlled to the probability variable state after the end of the big win game state, even decorative patterns (for example, "6", etc.) may stop and be displayed aligned. In this case, odd decorative patterns are also called probability variable patterns, and even decorative patterns are also called non-probability variable patterns (normal patterns). After reaching the reach mode with non-probability variable patterns, an upgrade effect that finally becomes a "probability variable big win" may be executed. As the upgrade effect, for example, a re-drawing effect for prompting whether to upgrade to a probability variable pattern after temporarily stopping a non-probability variable pattern (normal pattern) as the big win display result may be executed. Also, a round upgrade effect for upgrading from a non-probability variable big win to a probability variable big win during the big win game state may be executed.
[0120] When the combination of lighting patterns corresponding to the display result of the special figure game is the combination of lighting patterns corresponding to "loss" (the loss display result described above), the mode of the variable display of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a determined decorative pattern of a non-reach combination (also called "non-reach loss") may stop and be displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result becomes "loss", after the mode of the variable display of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a big win combination (also called "reach loss") may stop and be displayed (the display result of the variable display of the decorative pattern becomes "reach loss").
[0121] Among the effects that the pachinko gaming machine 1 can execute, it also includes displaying the above variable display-compatible display (hold display or active display). Also, as other effects, for example, a preview effect for notifying the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect for notifying the jackpot reliability in the variable display being executed and a pre-reading preview effect for notifying the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-reading preview effect, an effect that changes the display mode of the variable display-compatible display (hold display or active display) to a mode different from the normal one may be executed.
[0122] Also, in the image display device 5, a pseudo continuous effect that makes a single variable display appear as if it is a plurality of variable displays may be executed by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.
[0123] Even during the jackpot gaming state, a jackpot effect for notifying the jackpot gaming state is executed. As the jackpot effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed.
[0124] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0125] <Various Tables Regarding Jackpot> With reference to FIGS. 7 and 8, various tables regarding the jackpot will be described.
[0126] [Jackpot Type] FIG. 7 is a diagram for explaining the jackpot type. As shown in FIG. 7, in the jackpot type table, for each type (kind) of jackpot in the jackpot, the jackpot probability after the end of the jackpot gaming state, the base after the end of the jackpot gaming state, and the number of opening times (number of rounds) in the jackpot are shown.
[0127] Specifically, as types of big wins, normal big wins 1 and 2, and certain change big wins 1 to 9 are provided. In the following, the markings for each round may be represented by "R". For example, the first round may also be referred to as the 1st R, and the second round as the 2nd R.
[0128] Normal big win 1 is a big win that is controlled to a low probability state and a high base state after the end of a 3-round big win gaming state. In normal big win 1, such a low probability and high base state continues until variable display (special figure variation) is executed for a predetermined number of times (for example, 50 times).
[0129] Normal big win 2 is a big win that is controlled to a low probability state and a high base state after the end of a 3-round big win gaming state. In normal big win 2, such a low probability and high base state continues until variable display (special figure variation) is executed for a predetermined number of times (for example, 100 times).
[0130] Certain change big wins 1 to 5 are big wins that are controlled to a high probability state and a high base state after the end of a 3-round big win gaming state. In certain change big win 1, such a high probability and high base state continues until variable display (special figure variation) is executed for a predetermined number of times (for example, 100 times).
[0131] Certain change big win 6 is a big win that is controlled to a high probability state and a high base state after the end of a 5-round big win gaming state. In certain change big win 6, such a high probability and high base state continues until variable display (special figure variation) is executed for a predetermined number of times (for example, 100 times).
[0132] Certain change big win 7 is a big win that is controlled to a high probability state and a high base state after the end of a 7-round big win gaming state. In certain change big win 7, such a high probability and high base state continues until variable display (special figure variation) is executed for a predetermined number of times (for example, 100 times).
[0133] The sure-variable big win 8, 9 is a big win that is controlled to a high-probability state and a high-base state after the end of a 10-round big win gaming state. In the sure-variable big win 8, 9, such a high-probability and high-base state continues until variable display (special figure variation) is executed for a predetermined number of times (for example, 100 times).
[0134] [Each random number] Figure 8 is a diagram for explaining each random number. As shown in Figure 8, each random number is used as follows. Specifically, Random 1 is a random counter for win determination that determines whether to be a big win. Random 1 is incrementally updated by 1 from, for example, 1 until it reaches its upper limit of 65536 and then is incrementally updated again from 1. Random 2 is a random counter (for determining big win type) that determines the big win type (category).
[0135] Random 3 and Random 4 are random counters (for determining post-variation pattern) that determine the variation pattern (hereinafter referred to as post-variation pattern) (variation time) corresponding to the post-variation among the variation patterns. Post-variation refers to the latter half of the variation of the special symbol. Note that Random 3 is a random counter that determines the post-variation pattern corresponding to a loss. For example, it is updated by 1, incrementally updated from 1 until it reaches its upper limit of 65519 and then is incrementally updated again from 1. Random 4 is a random counter that determines the post-variation pattern corresponding to a win. For example, it is incrementally updated by 1 from 1 until it reaches its upper limit of 239 and then is incrementally updated again from 1.
[0136] Random 5 is a random counter (for pre-variation pattern determination) that determines a variation pattern (hereinafter referred to as a pre-variation pattern) (variation time) corresponding to the pre-variation among the variation patterns. The pre-variation refers to the variation in the first half of the variation of the special symbol. Random 5, for example, is incremented by 1 one by one until it reaches its upper limit of 251, and then incremented again from 1. Random 6 is a random counter (for normal symbol winning determination) that determines whether to generate a win based on the normal symbol. Random 6, for example, is incremented by 1 one by one until it reaches its upper limit of 201, and then incremented again from 1.
[0137] In this embodiment, whether to be controlled to a jackpot game state as an advantageous state advantageous to the player is determined based on the value of the jackpot determination random number (Random 1). And among multiple types of jackpots, which jackpot to be is determined based on the value of the jackpot type determination random number (Random 2). At this time, the jackpot symbol may be determined based on the value of Random 2.
[0138] Also, first, the post-variation pattern is determined according to win or loss using the post-variation pattern determination random numbers (Random 3, 4), and the pre-variation pattern is determined using the pre-variation pattern determination random number (Random 5). Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.
[0139] [Jackpot determination table, jackpot type determination table] Figure 9 is a diagram for explaining the jackpot determination table and the jackpot type determination table. These tables are stored in the ROM 101.
[0140] FIG. 9(a) is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 101, and is a table in which jackpot determination values to be compared with Random 1 are set. The jackpot determination table includes a normal-time (non-probability-variable-time) jackpot determination table used in a normal state (a gaming state that is not a probability-variable state, that is, a non-probability-variable state), and a probability-variable-time jackpot determination table used in a probability-variable state.
[0141] In the normal-time jackpot determination table, as many jackpot determination values as the number of determination values described in the upper column of FIG. 9(a) are set, and in the probability-variable-time jackpot determination table, as many jackpot determination values as the number of determination values described in the lower column of FIG. 9(a) are set. The jackpot determination values set in the probability-variable-time jackpot determination table are obtained by adding jackpot determination values specific to the probability-variable time to the common jackpot determination values with the jackpot determination values set in the normal-time jackpot determination table, so that a larger number of jackpot determination values are set than in the normal-time jackpot determination table. As a result, in the probability-variable state, a determination of a jackpot is made with a higher probability than in the normal state.
[0142] The CPU 103 extracts the count value of the random number circuit 104 at a predetermined time and compares the extracted value with the value of the jackpot determination random number (Random 1). When the jackpot determination random number value matches any of the jackpot determination values shown in FIG. 9(a), it is determined that a jackpot (normal jackpot or probability-variable jackpot) is made for the special symbol. Note that FIG. 9(a) shows the probability (ratio) of winning a jackpot or the probability (ratio) of losing.
[0143] FIGS. 9(b) and 9(c) are explanatory diagrams showing a jackpot type determination table. FIG. 9(b) is a first special-symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined by the first special symbol. FIG. 9(c) is a second special-symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined by the second special symbol.
[0144] In the first special winning type determination table of FIG. 9(b), there are numerical values to be compared with the value of random 2 for winning type determination, and determination values are set for the number of determination values corresponding to each of normal wins 1 and 2 and probability variable wins 1 to 4. For example, as shown in FIG. 9(b), for the first special figure, 25 out of 100 random 2 values are assigned to normal win 1, 25 out of 100 random 2 values are assigned to normal win 2, 5 out of 100 random 2 values are assigned to probability variable win 1, 37 out of 100 random 2 values are assigned to probability variable win 2, 4 out of 100 random 2 values are assigned to probability variable win 3, and 4 out of 100 random 2 values are assigned to probability variable win 4.
[0145] In the second special symbol winning type determination table of FIG. 9(c), there are numerical values to be compared with the value of random 2, and determination values are set for the number of determination values corresponding to each of probability variable wins 5 to 9. For example, as shown in FIG. 9(c), for the second special figure, 10 out of 100 random 2 values are assigned to probability variable win 5, 5 out of 100 random 2 values are assigned to probability variable win 6, 5 out of 100 random 2 values are assigned to probability variable win 7, 70 out of 100 random 2 values are assigned to probability variable win 8, and 10 out of 100 random 2 values are assigned to probability variable win 9.
[0146] Using such various winning type determination tables, the CPU 103 determines, as the winning type, the type corresponding to the winning type determination value with which the value of random 2 matches, and determines, as the winning symbol, the winning symbol with which the value of random 2 matches. Thereby, the winning type and the winning symbol corresponding to the winning type are determined simultaneously.
[0147] <Performance control command> FIG. 10 is a diagram for explaining an example of an effect control command. The game control microcomputer 100 mounted on the main board 11, which is the main control board on the main side, transmits various effect control commands to the effect control CPU 120 according to the game control state. The effect control command has, for example, a two-byte configuration, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). Note that the command format shown in FIG. 10 is an example, and other command formats may be used. In the following, “(H)” indicates hexadecimal, but this may be omitted in this specification.
[0148] Command 80XX (H) is a variation pattern command that specifies a variation pattern (pre-variation pattern) corresponding to the pre-variation among the variation patterns of the decorative symbols variably displayed on the image display device 5 in response to the variable display of the special symbol (XX corresponds to the number of the pre-variation pattern). The pre-variation on the sub side refers to the first half of the variations of the decorative symbols variably displayed on the image display device 5 in response to the variable display of the special symbol. When unique numbers are assigned to each of the plurality of types of pre-variation patterns, there is a pre-variation pattern command corresponding to each of the pre-variation patterns specified by the numbers.
[0149] Command 84XX (H) is a variation pattern command that specifies a variation pattern (post-variation pattern) corresponding to the post-variation among the variation patterns of the decorative symbols variably displayed on the image display device 5 in response to the variable display of the special symbol (XX corresponds to the number of the post-variation pattern). The post-variation on the sub side refers to the second half of the variations of the decorative symbols variably displayed on the image display device 5 in response to the variable display of the special symbol. When unique numbers are assigned to each of the plurality of types of post-variation patterns, there is a post-variation pattern command corresponding to each of the post-variation patterns specified by the numbers.
[0150] The pre-variation pattern command and the post-variation pattern command are transmitted from the CPU 103 to the rendering control CPU 120 in a set of two commands. The rendering control CPU 120 cannot identify the variation pattern by receiving only one of the pre-variation pattern command and the post-variation pattern command, and can identify the variation pattern by receiving both the pre-variation pattern command and the post-variation pattern command.
[0151] Command 8101(H) is the first variable display start command that designates the start of the variable display in the first special figure. Command 8102(H) is the second variable display start command that designates the start of the variable display in the second special figure. When receiving Command 8101(H) or Command 8102(H), the rendering control CPU 101 controls to start the variable display of the decorative pattern on the image display device 5.
[0152] Command 8C01(H) is a display result 1 designation command (losing designation command) indicating that it has been determined as a loss. Command 8C02(H) is a display result 2 designation command (normal big win 1 designation command) indicating that it has been determined as a normal big win 1. Command 8C03(H) is a display result 3 designation command (normal big win 2 designation command) indicating that it has been determined as a normal big win 2. Command 8C04(H) is a display result 4 designation command (probability-variable big win 1 designation command) indicating that it has been determined as a probability-variable big win 1. Command 8C05(H) is a display result 5 designation command (probability-variable big win 2 designation command) indicating that it has been determined as a probability-variable big win 2. Command 8C06(H) is a display result 6 designation command (probability-variable big win 3 designation command) indicating that it has been determined as a probability-variable big win 3. Command 8C07(H) is a display result 7 designation command (probability-variable big win 4 designation command) indicating that it has been determined as a probability-variable big win 4. Command 8C08(H) is a display result 8 designation command (probability-variable big win 5 designation command) indicating that it has been determined as a probability-variable big win 5. Command 8C09(H) is a display result 9 designation command (probability-variable big win 6 designation command) indicating that it has been determined as a probability-variable big win 6. Command 8C10(H) is a display result 10 designation command (probability-variable big win 7 designation command) indicating that it has been determined as a probability-variable big win 7. Command 8C11(H) is a display result 11 designation command (probability-variable big win 8 designation command) indicating that it has been determined as a probability-variable big win 8. Command 8C12(H) is a display result 12 designation command (probability-variable big win 9 designation command) indicating that it has been determined as a probability-variable big win 9. Each of the losing designation command, normal big win 1, 2 designation commands, and probability-variable big win 1 to 9 designation commands, or these collectively are also referred to as 8C series commands.
[0153] Command 8D01(H) is the first symbol variation designation command indicating the start of the variable display in the first special figure. Command 8D02(H) is the second symbol variation designation command indicating the start of the variable display in the second special figure. Each of the first symbol variation designation command and the second symbol variation designation command, or these collectively are also referred to as 8D series commands. Command 8F00(H) is the symbol determination designation command for designating the end of the variation in the first special figure and the second special figure.
[0154] Command 9000(H) is the initialization designation command for designating the initialization transmitted when the power supply related to the gaming machine is started (designating to display the initial screen at power-on). Command 9200(H) is the power failure recovery designation command for designating the recovery of power failure transmitted when the power supply related to the gaming machine is resumed (designating to display the power failure recovery screen). Command 9500(H) is the normal state designation command for designating the background in the normal state. Command 9501(H) is the time shortening state designation command for designating the background in the time shortening state. Command 9502(H) is the sure change state designation command for designating the background in the sure change state. Each of the normal state designation command, the time shortening state designation command, and the sure change state designation command, or these collectively are also referred to as 95 series commands or background designation commands.
[0155] Command 9F00(H) is a customer-waiting demo specification command that specifies to transition to a customer-waiting demonstration display. When the production control CPU 120 receives the customer-waiting demo specification command and determines that there is no current hold. Then, 30 seconds after receiving the customer-waiting demo specification command, the production control CPU 120 streams the video for the demonstration to the image display device 5. Note that the production control CPU 120 lights up the game effect lamp 9 in the lamp mode for the demonstration 30 seconds after receiving the customer-waiting demo specification command. Note that the lighting mode of the game effect lamp 9 for the demonstration is livelier (higher brightness, more blinking modes, rainbow lighting, etc.) than the lighting mode of the game effect lamp 9 in the normal state. Thereby, the charm of the pachinko gaming machine 1 can be shown to the player. Note that in the customer-waiting demonstration display, the background in the normal state (hereinafter also referred to as the normal background) is displayed, and the decorative symbols stop and are displayed in each of the decorative symbol display areas 5L, 5C, and 5R. Also, in the customer-waiting demonstration display, the title of the gaming machine 1 (for example, "POWERFULII") may be displayed, or an introduction image (still image or video) of a part of the production may be displayed.
[0156] Command A001(H) is a jackpot start 1 specification command that specifies the start of normal jackpot 1. Command A002(H) is a jackpot start 2 specification command that specifies the start of normal jackpot 2. Command A003(H) is a sure-win jackpot start 3 specification command that specifies the start of sure-win jackpot 1. Command A004(H) is a sure-win jackpot start 4 specification command that specifies the start of sure-win jackpot 2. Command A005(H) is a sure-win jackpot start 5 specification command that specifies the start of sure-win jackpot 3. Command A006(H) is a sure-win jackpot start 6 specification command that specifies the start of sure-win jackpot 4. Command A007(H) is a sure-win jackpot start 7 specification command that specifies the start of sure-win jackpot 5. Command A008(H) is a sure-win jackpot start 8 specification command that specifies the start of sure-win jackpot 6. Command A009(H) is a sure-win jackpot start 9 specification command that specifies the start of sure-win jackpot 7. Command A010(H) is a sure-win jackpot start 10 specification command that specifies the start of sure-win jackpot 8. Command A011(H) is a sure-win jackpot start 11 specification command that specifies the start of sure-win jackpot 9. Each of the jackpot start 1 to 11 specification commands, or these collectively, are also referred to as A0 series commands.
[0157] A1XX(H) is a big winning opening in-play specification command that indicates the opening of the big winning opening in the round indicated by XX. The big winning opening in-play specification command is also referred to as an A1 series command. A2XX(H) is a post-big winning opening specification command that indicates the closing of the big winning opening in the round indicated by XX. The post-big winning opening specification command is also referred to as an A2 series command.
[0158] Command A301(H) is a jackpot end 1 designation command that designates the end of normal jackpot 1. Command A302(H) is a jackpot end 2 designation command that designates the end of normal jackpot 2. Command A303(H) is a jackpot end 3 designation command that designates the end of certain-variable jackpot 1. Command A304(H) is a jackpot end 4 designation command that designates the end of certain-variable jackpot 2. Command A305(H) is a jackpot end 5 designation command that designates the end of certain-variable jackpot 3. Command A306(H) is a jackpot end 6 designation command that designates the end of certain-variable jackpot 4. Command A307(H) is a jackpot end 7 designation command that designates the end of certain-variable jackpot 5. Command A308(H) is a jackpot end 8 designation command that designates the end of certain-variable jackpot 6. Command A309(H) is a jackpot end 9 designation command that designates the end of certain-variable jackpot 7. Command A310(H) is a jackpot end 10 designation command that designates the end of certain-variable jackpot 8. Command A311(H) is a jackpot end 11 designation command that designates the end of certain-variable jackpot 9. Each of the jackpot end 1 - 11 designation commands, or these collectively, are also referred to as A3 series commands.
[0159] Command AD00(H) is a certain-variable determination device passage designation command that designates the occurrence of a V win. The certain-variable determination device passage designation command is a command that is transmitted when a game ball that has passed through the V big win opening enters the V win area and is detected by the V win switch 24.
[0160] Command B100(H) is a first start win designation command that designates the occurrence of a first start win. Command B200(H) is a second start win designation command that designates the occurrence of a second start win.
[0161] Command C1XX(H) is a first reserved memory number designation command that specifies that the first reserved memory number has become the number indicated by XX. The first reserved memory number designation command is also referred to as a C1 series command. Command C2XX(H) is a second reserved memory number designation command that specifies that the second reserved memory number has become the number indicated by XX. The second reserved memory number designation command is also referred to as a C2 series command.
[0162] Commands C4XX(H) and C6XX(H) are effect control commands that indicate the content of the winning determination results such as jackpot determination, jackpot type determination, and variable pattern type determination at the time of starting a winning in the first starting winning port or the second starting winning port. Among these, command C4XX(H) is a symbol designation command that indicates whether it is a jackpot or not and the determination result of the jackpot type among the winning determination results.
[0163] C7XX(H) is a big winning port winning designation command that indicates the passage of a game ball through the big winning port in the round number (round) indicated by XX.
[0164] A command in which MODE is FD(H) and the 4th bit of EXT is 0 is a right hitting display off designation command that indicates the turning off of the right hitting display. A command in which the MODE data is FD(H) and the 4th bit of the EXT data is 1 is a right hitting display on designation command that indicates the turning on of the right hitting display. In the present embodiment, the right hitting display on designation command is particularly also referred to as an FD series command.
[0165] The game control microcomputer 100 determines whether it is a big win, the type of big win, and which range of determination values the value of the random number for determining the variation pattern type falls into at the time of a start winning. Then, it sets a value indicating a big win and a value indicating the type of big win in the EXT data of the symbol designation command and performs control to transmit it to the effect control CPU 120. Further, the game control microcomputer 100 sets a value designating the range of the determination value as the determination result of the variation pattern type in the EXT data of the variation type command and performs control to transmit it to the effect control CPU 120. The effect control CPU 120 can recognize whether the display result is a big win and the type of big win based on the value set in the symbol designation command, and can recognize the variation pattern type based on the variation type command.
[0166] <Variation pattern> With reference to FIGS. 11 to 17, the content of the variation pattern and the determination of the variation pattern will be described.
[0167] In the present embodiment, a plurality of types of variation patterns are set by the game control microcomputer 100 on the main side. Each variation pattern is managed by a main variation number and is composed of a combination of a pre-variation pattern corresponding to the pre-variation and a post-variation pattern corresponding to the post-variation, and the combination includes different contents from each other. The pre-variation pattern corresponds to the pre-variation pattern command (80XX(H)) described with reference to FIG. 10, and the post-variation pattern corresponds to the post-variation pattern command (84XX(H)) described with reference to FIG. 10.
[0168] [Pre-variation pattern on the main side] FIG. 11 is a diagram for explaining an example of a pre-variation pattern on the main side. Among a plurality of types of pre-variation patterns each assigned a pre-variation number, the pre-variation number 1 is a pre-variation pattern command (8000(H)) that designates a normal variation (for example, a variation of a decorative pattern over 13 seconds). The pre-variation number 2 is a pre-variation pattern command (8001(H)) that designates a shortened variation (for example, a variation of a decorative pattern over 7 seconds). The pre-variation number 3 is a pre-variation pattern command (8002(H)) that designates an ultra-shortened variation (for example, a variation of a decorative pattern over 3 seconds).
[0169] The pre-variation number 4 is a pre-variation pattern command (8003(H)) that designates a normal reach (normal or first half of SP) (a reach that ends with a normal reach or a first half of SP reach after entering the reach mode). The pre-variation number 5 is a pre-variation pattern command (8004(H)) that designates a normal reach (development of the second half of SP) (a reach that develops into a second half of SP reach after entering the reach mode). The pre-variation number 6 is a pre-variation pattern command (8005(H)) that designates a normal reach (development of the final reach) (a reach that develops into the final reach after entering the reach mode).
[0170] The previous variation number 7 is a previous variation pattern command (8006(H)) that specifies to execute a normal reach (normal or the first half of SP) after performing one pseudo-variation. Pseudo-variation refers to a variable display (fluctuating display) in which, after the variable display of the decorative pattern starts and before the display result of the variable display is derived and displayed, the variable display is temporarily stopped once and then restarted. Such an effect of repeating such pseudo-variations is also called a pseudo-chain. By executing a pseudo-chain, a variable display based on a single hold memory can be made to appear to the player as if there are a plurality of variable displays. Note that the variable display that is restarted after being temporarily stopped once is also referred to as a "re-variable display". The previous variation number 8 is a previous variation pattern command (8007(H)) that specifies to execute a normal reach (development of the second half of SP) after performing one pseudo-variation. The previous variation number 9 is a previous variation pattern command (8008(H)) that specifies a normal reach (development of the final reach) after performing one pseudo-variation.
[0171] The previous variation number 10 is a previous variation pattern command (8009(H)) that specifies to execute a normal reach (normal or the first half of SP) after performing two pseudo-variations. The previous variation number 11 is a previous variation pattern command (800A(H)) that specifies to execute a normal reach (development of the second half of SP) after performing two pseudo-variations. The previous variation number 12 is a previous variation pattern command (800B(H)) that specifies a normal reach (development of the final reach) after performing two pseudo-variations.
[0172] Each of the previous variation patterns has a specified variation time, and an animation (video) is displayed on the image display device 5 over each variation time. In the pachinko gaming machine 1, it takes about 33.3 msec for each still image (referred to as a frame) that makes up the video. For example, in the case of the patterns of previous variation numbers 7 to 9, the variation time is set to 41500 mse, and the number of frames is about 1246. Also, in the case of the patterns of previous variation numbers 10 to 12, the variation time is set to 62000 mse, and the number of frames is about 1861.
[0173] [Main-side post-variation pattern] FIG. 12 is a diagram for explaining an example of the post-variation pattern on the main side. Among a plurality of types of post-variation patterns each assigned a post-variation number, the post-variation number 1 is a post-variation pattern command (8400(H)) that designates a 13-second variation. The post-variation number 2 is a post-variation pattern command (8401(H)) that designates a 7-second variation. The post-variation number 3 is a post-variation pattern command (8402(H)) that designates a 3-second variation. The post-variation number 4 is a post-variation pattern command (8403(H)) that designates the execution of pseudo continuous spins. Pseudo continuous spins refer to an effect that appears to execute pseudo continuous spins but actually does not execute pseudo continuous spins in the end.
[0174] The post-variation number 5 is a post-variation pattern command (8404(H)) that designates a normal reach (miss) (a variation of the decorative pattern that becomes a reach mode but becomes a miss mode without developing into a SP reach). The post-variation number 6 is a post-variation pattern command (8405(H)) that designates an SP first half (miss) (a variation of the decorative pattern that develops into an SP reach but becomes a miss mode in the first half of the SP reach). The post-variation number 7 is a post-variation pattern command (8406(H)) that designates an SP second half (miss) (a variation of the decorative pattern that develops into the second half of the SP reach but becomes a miss mode in the second half of the SP reach). The post-variation number 8 is a post-variation pattern command (8407(H)) that designates a final reach (miss) (a variation of the decorative pattern that develops into a final reach but becomes a miss mode in the final reach).
[0175] The post-variation number 9 is a post-variation pattern command (8408(H)) that specifies a normal reach (win) (variation of the decorative symbol that becomes a win mode in the reach mode). The post-variation number 10 is a post-variation pattern command (8409(H)) that specifies the first half of the SP (win) (variation of the decorative symbol that develops into an SP reach and becomes a win mode in the first half of the SP reach). The post-variation number 11 is a post-variation pattern command (840A(H)) that specifies the second half of the SP (win) (variation of the decorative symbol that develops into the second half of the SP reach and becomes a win mode in the second half of the SP reach). The post-variation number 12 is a post-variation pattern command (840B(H)) that specifies the final reach (win) (variation of the decorative symbol that develops into the final reach and becomes a win mode in the final reach).
[0176] [Judgment of Post-Variation Pattern] The post-variation pattern is determined using different random counters according to whether the determination is a big win or a loss in the big win determination. FIG. 13 is a diagram for explaining the post-variation pattern determination table at the time of a loss. As shown in FIG. 13, when the determination is a loss in the big win determination, the post-variation pattern is determined using the random 3 explained in FIG. 8. Further, when the determination is a loss in the big win determination, the post-variation pattern is determined using different determination value numbers according to the number of remaining memories after digestion, and furthermore, the determined post-variation numbers are also different.
[0177] Specifically, as shown in FIG. 13(a), when the number of remaining memories after digestion is 0, any one of the post-variation patterns of post-variation numbers 1, 4, 5 to 8 is determined, and different determination value numbers are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 6 to 8) of being determined as any one of post-variation numbers 6 to 8 that develop into an SP reach or a final reach is approximately 1 / 102.
[0178] When the number of retained memories after digestion is 1, any one of the post-variation patterns of post-variation numbers 1, 4, 5 to 8 is determined, and different numbers of determination values are provided for each of the post-variation patterns. Note that the probability of being determined as any one of post-variation numbers 6 to 8 that develop into SP reach or final reach (selection rate of post-variation numbers 6 to 8) is approximately 1 / 102.
[0179] When the number of retained memories after digestion is 2, any one of the post-variation patterns of post-variation numbers 2, 4, 5 to 8 is determined, and different numbers of determination values are provided for each of the post-variation patterns. Note that the probability of being determined as any one of post-variation numbers 6 to 8 that develop into SP reach or final reach (selection rate of post-variation numbers 6 to 8) is approximately 1 / 102.
[0180] When the number of retained memories after digestion is 3, any one of the post-variation patterns of post-variation numbers 3, 4, 5 to 8 is determined, and different numbers of determination values are provided for each of the post-variation patterns. Note that the probability of being determined as any one of post-variation numbers 6 to 8 that develop into SP reach or final reach (selection rate of post-variation numbers 6 to 8) is approximately 1 / 102.
[0181] In this way, the post-variation pattern is determined using different numbers of determination values according to the number of retained memories after digestion, and further, the post-variation number is determined using different numbers of determination values according to the number of retained memories after digestion. Therefore, the types of variation patterns change according to the remaining number of retained memories, and thereby, the game can be made diverse and the interest of the game can be improved.
[0182] FIG. 14 is a diagram for explaining the post-variation pattern determination table at the time of a big win. As shown in FIG. 14, when a big win is determined in the big win determination, the post-variation pattern is determined using the random 4 explained in FIG. 8. Further, when a big win is determined in the big win determination, the post-variation pattern is determined using different numbers of determination values according to the type of big win.
[0183] Specifically, as shown in Fig. 14(a), when it is determined to be either a normal jackpot 1, 2 or a sure-win jackpot 1, 2, 5 - 8, any one of the post-variation patterns from post-variation numbers 9 - 12 is determined, and different numbers of determination values are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 10 - 12) of being determined as any one of post-variation numbers 10 - 12 that develop into an SP reach or a final reach is approximately 1 / 1.1.
[0184] When it is determined to be either a sure-win jackpot 3 or 9, any one of the post-variation patterns from post-variation numbers 9 - 12 is determined, and different numbers of determination values are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 10 - 12) of being determined as any one of post-variation numbers 10 - 12 that develop into an SP reach or a final reach is approximately 1 / 1.1.
[0185] When it is determined to be a sure-win jackpot 4, any one of the post-variation patterns from post-variation numbers 9 - 12 is determined, and different numbers of determination values are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 10 - 12) of being determined as any one of post-variation numbers 10 - 12 that develop into an SP reach or a final reach is approximately 1 / 1.1.
[0186] In this way, since the post-variation pattern is determined using different numbers of determination values according to the type of jackpot, the type of variation pattern changes according to the type of jackpot, and thereby, the game can be made diverse and the interest of the game can be improved.
[0187] Also, as shown in Fig. 13, the probability of being determined as any one of post-variation numbers 6 - 8 that develop into an SP reach or a final reach is approximately 1 / 102 when it is a loss, while it is approximately 1 / 1.1 which is higher than that when it is a loss when it is a jackpot. Therefore, when it develops into an SP reach or a final reach, the player can be made to expect the occurrence of a jackpot.
[0188] [Determination of pre-variation pattern] FIG. 15 is a diagram for explaining a pre-variation pattern determination table. The pre-variation pattern is determined using a different number of determination values of random 5 according to the type of the post-variation pattern determined previously. Further, the pre-variation number to be determined also differs according to the type of the post-variation pattern determined previously.
[0189] Specifically, as shown in FIG. 15(a), when the post-variation pattern of post-variation number 1 is determined, the pre-variation pattern of pre-variation number 1 is determined. As shown in FIG. 15(b), when the post-variation pattern of post-variation number 2 is determined, the pre-variation pattern of pre-variation number 2 is determined. As shown in FIG. 15(c), when the post-variation pattern of post-variation number 3 is determined, the pre-variation pattern of pre-variation number 3 is determined. As shown in FIG. 15(d), when the post-variation pattern of post-variation number 4 is determined, the pre-variation pattern of pre-variation number 1 is determined.
[0190] As shown in FIG. 15(e), when the post-variation pattern of either post-variation number 5 or 9 is determined, the pre-variation pattern of either pre-variation number 4 or 7 is determined. As shown in FIG. 15(f), when the post-variation pattern of either post-variation number 6 or 10 is determined, the pre-variation pattern of either pre-variation number 4, 7, or 10 is determined. As shown in FIG. 15(g), when the post-variation pattern of post-variation number 7 is determined, the pre-variation pattern of either pre-variation number 5, 8, or 11 is determined.
[0191] As shown in FIG. 15(h), when the post-variation pattern of post-variation number 11 is determined, the pre-variation pattern of either pre-variation number 5, 8, or 11 is determined. As shown in FIG. 15(i), when the post-variation pattern of post-variation number 8 is determined, the pre-variation pattern of either pre-variation number 6, 9, or 12 is determined. As shown in FIG. 15(j), when the post-variation pattern of post-variation number 12 is determined, the pre-variation pattern of either pre-variation number 6, 9, or 12 is determined.
[0192] [All variation patterns] FIG. 16 is a diagram for explaining an example of all variation patterns on the main side. As described with reference to FIGS. 13 to 15, when the post-variation pattern and the pre-variation pattern are determined, it becomes any one of the variation patterns of main variation numbers 1 to 26 as shown in FIG. 16.
[0193] FIG. 17 is a diagram for explaining an example of lottery of a production pattern on the sub side. As shown in FIG. 17, the production control CPU 120 on the sub side determines a production pattern by lottery based on the variation pattern command received from the CPU 103 on the main side.
[0194] For example, when the production control CPU 120 receives a variation pattern command corresponding to any one of main variation numbers 7 to 9 from the CPU 103, it determines to be either the production of the losing pattern of SP first half reach A or the production of the losing pattern of SP first half reach B among a plurality of types of reach productions. When the production control CPU 120 receives a variation pattern command corresponding to any one of main variation numbers 18 to 20 from the CPU 103, it determines to be either the production of the winning pattern of SP first half reach A or the production of the winning pattern of SP first half reach B among a plurality of types of reach productions.
[0195] When the production control CPU 120 receives a variation pattern command corresponding to any one of main variation numbers 10 to 12 from the CPU 103, it determines to be either the production of the losing pattern of SP second half reach A or the production of the losing pattern of SP second half reach B among a plurality of types of reach productions. When the production control CPU 120 receives a variation pattern command corresponding to any one of main variation numbers 21 to 23 from the CPU 103, it determines to be either the production of the winning pattern of SP second half reach A or the production of the winning pattern of SP second half reach B among a plurality of types of reach productions.
[0196] <Operation> Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0197] [Main Operations of Main Board 11] First, the main operations in the main board 11 will be described.
[0198] (Special Symbol Process) FIG. 18 is a flowchart showing an example of the game control main process. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103.
[0199] In the game control main process shown in FIG. 18, the CPU 103 first sets the interrupt disable (step S1). Subsequently, the CPU 103 performs necessary initial settings (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (such as CTC (counter / timer circuit), parallel input / output port, etc.), and settings to make the RAM 102 accessible.
[0200] Next, the CPU 103 determines whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the off state, there is backup data, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, 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. In such a case where the on-state clear signal is input, it may be determined in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102 serving as the game control backup RAM. In step S3, it is only necessary to check or inspect the presence or absence of backup data and data errors to determine whether the recovery condition can be satisfied.
[0201] When the recovery condition is satisfied (Y in step S3), CPU 103 executes the setting confirmation process (step S5) after executing the recovery process (step S4). Based on the stored content of RAM 102, the work area is set by the recovery process in step S4 in CPU 103. By setting the work area using the backup data stored in RAM 102, the gaming state when the power supply stopped is restored. For example, if the special symbol was in the middle of fluctuation, it is sufficient that the fluctuation of the special symbol can be resumed from the state before the stop.
[0202] When the recovery condition is not satisfied (N in step S3), CPU 103 executes the setting change process (step S7) after executing the initialization process (step S6). The initialization process in step S6 includes a clearing process that clears the flags, counters, and buffers stored in RAM 102. By executing the clearing process, the initial values are set in the work area.
[0203] In the setting confirmation process in step S5, it is determined whether or not a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the detection signal from the door open sensor 90 is in the on state and the setting key 51 is in the on operation state when the power supply is started. The setting confirmation process in step S5 is executed when the recovery condition including that the clear signal is in the off state is satisfied in step S3. Therefore, since the setting confirmation condition can be satisfied when the clear signal is in the off state, the fact that the clear signal is in the off state can also be included in the setting confirmation condition.
[0204] When the setting confirmation condition is satisfied in the setting confirmation process in step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the set values can be confirmed, and a setting confirmation start command is sent from the main board 11 to the effect control board 12. In the setting confirmation state, the set values set in the pachinko gaming machine 1 can be confirmed by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the effect control board 12.
[0205] When the pachinko gaming machine 1 is in the setting confirmation state, it may be set to a game stop state that stops the progress of the game in the pachinko gaming machine 1. When in the game stop state, the firing of game balls by operating the hitting operation handle 30, the detection of game balls by various switches, etc. are stopped, and it may be controlled so that the losing symbol is stopped from being displayed or a display corresponding to a game stop state different from the losing symbol is performed. When the setting confirmation state ends, the accompanying game stop state may also end.
[0206] In the setting change process of step S7, the CPU 103 determines whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door open sensor 90 is in the on state and the setting key 51 is turned on when the power supply is started. The setting change condition may include that the clear signal is in the on state.
[0207] When the setting change condition is satisfied in the setting change process of step S7, the pachinko gaming machine 1 enters a setting change state in which the set value set in the pachinko gaming machine 1 can be changed, and a setting change start command is transmitted from the main board 11 to the effect control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time the operation of the setting change switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Thereafter, based on the fact that the setting key 51 has been turned off by an operation by a casino staff or the like, the CPU 103 stores (updates and stores) the set value displayed on the display monitor 29 in the backup area of the RAM 102 and turns off the display monitor 29. When ending the setting change state, a setting change end command is transmitted from the main board 11 to the effect control board 12.
[0208] When the pachinko gaming machine 1 is in the setting change state, similar to when it is in the setting confirmation state, the pachinko gaming machine 1 may be set to the game stop state. When the setting change state ends, the accompanying game stop state may also end.
[0209] On the side of the performance control board 12, when a setting confirmation start command or a setting change start command is received, control may be performed to notify that the setting is being confirmed or that the setting is being changed. For example, in the image display device 5, a predetermined image may be displayed, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be caused to emit light in a predetermined manner.
[0210] The clear signal becomes on, for example, by pressing a clear switch 92 provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch 92 is on, the initialization process of step S6 and the setting change process of step S7 are executed together, and the control can be set to the setting change state. If the clear switch 92 is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed together, and the control can be set to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off, or if the setting key 51 is off, if the clear switch 92 is on, the initialization process of step S6 is executed, but the control is not performed to the setting change state. If the clear switch 92 is off, the recovery process of step S4 is executed, but the control is not performed to the setting confirmation state.
[0211] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built in the game control microcomputer 100 so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S9), and permits the interrupt (step S10). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.
[0212] (Game control timer interrupt process) FIG. 19 is a flowchart showing an example of game control timer interrupt processing. When the CPU 103 that has executed the main game control process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 19. When starting the game control timer interrupt processing shown in FIG. 19, the CPU 103 first determines the presence or absence of detection signals from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 by executing predetermined switch processing (step S21). Subsequently, the CPU 103 performs an abnormality diagnosis of the pachinko game machine 1 by executing predetermined main-side error processing, and can generate a warning if necessary according to the diagnosis result (step S22). After that, the CPU 103 outputs data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start winnings, etc.), and probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to, for example, a hall management computer installed outside the pachinko game machine 1 by executing predetermined information output processing (step S23).
[0213] Subsequent to the information output processing, the CPU 103 executes game random number update processing for updating at least a part of the game random numbers used on the main board 11 side by software (step S24). After that, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing for each timer interrupt, execution and hold management of the special symbol game, control of the jackpot game state, control of the game state, etc. are realized.
[0214] Following the special symbol process, the normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interruption, it becomes possible to manage the execution and suspension of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), and to control the opening of the variable prize ball device 6B based on "normal symbol win", etc. The execution of the normal symbol game is performed by driving the normal symbol display unit 26, and the number of normal symbol suspensions is displayed by lighting the normal symbol memory display unit 25.
[0215] After executing the normal symbol process, as part of the game control timer interruption process, processes such as the process when a power failure occurs and the process for paying out prize balls may be performed. Thereafter, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, a process is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, after permitting interruptions, the game control timer interruption process is terminated.
[0216] (Special symbol process) FIG. 20 is a flowchart showing an example of the special symbol process. The special symbol process is a flowchart showing an example of the process executed in step S25 shown in FIG. 19. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0217] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store hold information in a predetermined area of the RAM 102, and update the hold memory count. When a start winning occurs, a random number value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as hold information. Further, a process of pre-reading the display result and the variation pattern based on the extracted random number value may be executed. After storing the hold information and the hold memory count, transmission settings are made to transmit an effect control command for designating determination results such as the occurrence of a start winning, the hold memory count, and pre-reading determination to the effect control board 12. The effect control command at the time of the start winning thus set for transmission is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process is completed, by executing the command control process in step S27 shown in FIG. 19.
[0218] After executing the start winning determination process in step S101, the CPU 103 selects and executes any one of the processes in steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S117) of the special symbol process, transmission settings are made to transmit an effect control command corresponding to each process to the effect control board 12.
[0219] The special symbol normal process in step S110 is executed when the value of the special figure process flag is "0" (initial value). In this special symbol normal process, based on the presence or absence of hold information, etc., a determination is made as to whether to start the first special figure game or the second special figure game. Also, in the special symbol normal process, based on the random number value for determining the display result, before the display result of the special symbol and the decorative symbol is derived and displayed, it is determined (predetermined) whether the display result is a "big win" or not, and the big win type in the case of a "big win". Furthermore, in the special symbol normal process, corresponding to the determined display result, a definite special symbol (either a big win symbol or a losing symbol) to be stopped and displayed in the special figure game is set. Thereafter, the value of the special figure process flag is updated to "1", and the special symbol normal process ends. Note that the special figure game using the second special figure may be executed with priority over the special figure game using the first special figure (also referred to as special figure 2 preferential execution). Also, the winning order of the game balls into the first start winning port and the second start winning port may be memorized, and the start conditions of the special figure game may be made to hold in the winning order (also referred to as winning order digestion).
[0220] When making various determinations based on a random number value, various tables stored in the ROM101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. On the effect control board 12, various tables are stored in the ROM121.
[0221] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes processes such as determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on the predetermined result of whether the display result is a "big win" or not. In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.
[0222] The variation pattern specifies the execution time of the special figure game (special figure variation time, which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called the variable display pattern.
[0223] The special symbol variation process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variation process includes processes for setting to vary the special symbol in the special figure 1 variable display unit 9021 and the special figure 2 variable display unit 9022, and processes for measuring the elapsed time since the start of the variation of the special symbol. Also, a determination is made as to whether the measured elapsed time has reached the special figure variation time corresponding to the variation pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variation time, the value of the special figure process flag is updated to "3", and the special symbol variation process ends.
[0224] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes a process for setting to stop the variation of the special symbol in the special figure 1 variable display unit 9021 and the special figure 2 variable display unit 9022, and for stopping the display (deriving) of the determined special symbol that becomes the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". When the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "loss" and it is in the time-saving state or the probability-variable state and the end of the number of times cut is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.
[0225] The jackpot release pre - processing in step S114 is executed when the value of the special figure process flag is "4". This jackpot release pre - processing includes processes such as starting the execution of a round in the jackpot gaming state and setting to open the big winning opening based on the fact that the display result is "jackpot", etc. When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, corresponding to the type of jackpot, the upper limit period for opening the big winning opening and the upper limit number of executions of the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the jackpot release pre - processing ends.
[0226] The jackpot release in - processing in step S115 is executed when the value of the special figure process flag is "5". This jackpot release in - processing includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the special figure process flag is updated to "6", and the jackpot release in - processing ends.
[0227] The jackpot release post - processing in step S116 is executed when the value of the special figure process flag is "6". This jackpot release post - processing includes processes such as determining whether the number of executions of the round for setting the big winning opening to the open state has reached the set upper limit number of executions, and performing settings for ending the jackpot gaming state when the upper limit number of executions is reached. When the number of executions of the round has not reached the upper limit number of executions, the value of the special figure process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special figure process flag is updated to "7". When the value of the special figure process flag is updated, the jackpot release post - processing ends.
[0228] The jackpot end process in step S117 is executed when the value of the special figure process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending effect as an effect operation for notifying the end of the jackpot gaming state is executed, and a process of performing various settings for starting probability variation control and time shortening control in response to the end of the jackpot gaming state. When such settings are made, the value of the special figure process flag is updated to "0", and the jackpot end process ends.
[0229] The pachinko gaming machine 1 is configured such that the winning probability and the payout rate of the jackpot change according to the set value. For example, in the special figure normal process of the special figure process processing, by using a display result determination table (winning probability) according to the set value, the winning probability and the payout rate of the jackpot change. For example, the set value consists of 6 levels from 1 to 6, and 6 has the highest winning probability of the jackpot, and the winning probability of the jackpot decreases in the order of 6, 5, 4, 3, 2, 1. In this example, when 6 is set as the set value, it is the most advantageous for the player, and the degree of advantage decreases step by step in the order of 6, 5, 4, 3, 2, 1. If the winning probability of the jackpot changes according to the set value, the payout rate may also change according to the set value. The winning probability of the jackpot may be constant regardless of the set value, or 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 is 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.
[0230] The number of set values that can be set for the pachinko gaming machine 1 may be 5 or less or 7 or more. It may be configured such that the smaller the set value set for the pachinko gaming machine 1, the more advantageous it is for the player. The gameplay characteristics may be changed according to the set value set for the pachinko gaming machine 1. For example, when the set value set for the pachinko gaming machine 1 is 1, the gameplay characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability of entering the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set for the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7, the game state after the end of the jackpot game is controlled to the probability variation state. On the other hand, the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variation special diagram (so-called V probability variation type). When the set value set for the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320, and it may be the gameplay characteristics (so-called type 1 and type 2 mixed type) where the game state is controlled to the jackpot game state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control). When the set value set for the pachinko gaming machine 1 is any one of 1 to 3, the gameplay characteristics are the same, but a setting may be provided where the jackpot probability is higher than when the set value is any one of 1 to 3, while the number of winning balls that can be obtained during the jackpot game is smaller (for example, when the set value set for the pachinko gaming machine 1 is any one of 4 to 6). When changing the gameplay characteristics according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the game ball passes through a predetermined area), and when the set value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to the probability variation state or the jackpot game state based on the game ball passing through the predetermined switch).
[0231] The jackpot type may be determined at different rates according to the set value based on the assignment of judgment values in the jackpot type judgment table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The variation pattern may be determined at different rates according to the set value based on the assignment of judgment values in the variation pattern judgment table. Alternatively, the variation pattern may be determined at a common rate regardless of the set value. By having different execution rates of normal reach and super reach according to the set value, the set value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution rates of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary setting suggestion effects may be made executable at different rates.
[0232] (Start winning determination process) Figure 21 is a flowchart showing the start winning determination process. The CPU 103 executes the start winning determination process in S101 of the special symbol process shown in Figure 20. In the start winning determination process, the CPU 103 first determines whether the first start port switch 22A is on based on the detection signal from the first start port switch 22A provided corresponding to the first start winning port formed by the winning ball device 6A (step S51). At this time, if the first start port switch 22A is on (Y in step S51), it is determined whether the first special symbol reserved memory number, which is the number of reserved memories of the special symbol game using the first special symbol, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step S52). The CPU 103 may identify the first special symbol reserved memory number by reading, for example, the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in a game control counter setting unit (not shown). When the first special symbol reserved memory number is not the upper limit value in step S52 (N in step S52), the stored value of the start port buffer provided in a game control buffer setting unit (not shown) is set to "1" (step S53).
[0233] When the first start port switch 22A is off in step S51 (N in step S51), or when the first special figure hold memory count reaches the upper limit value in step S52 (Y in step S52), it is determined whether the second start port switch 22B is on based on the detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B (step S54). At this time, if the second start port switch 22B is on (Y in step S54), it is determined whether the second special figure hold memory count, which is the hold memory count of the special figure game using the second special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory count) (step S55). The CPU 103 only needs to be able to identify the second special figure hold memory count, for example, by reading the second hold memory count value, which is the stored value of the second hold memory counter provided in the game control counter setting unit (not shown). When the second special figure hold memory count is not the upper limit value in step S55 (N in step S55), for example, the stored value of the start port buffer provided in the game control buffer setting unit (not shown) is set to "2" (step S56).
[0234] After executing either the process of step S53 or step S56, the special figure hold memory count corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated to be incremented by 1 (step S57). For example, when the start port buffer value is "1", the first hold memory count value is incremented by 1, while when the start port buffer value is "2", the second hold memory count value is incremented by 1. In this way, the first hold memory count value is updated to increase by 1 when the game ball passes through (enters) the first start winning port and the first start condition corresponding to the special figure game using the first special figure is satisfied. Also, the second hold memory count value is updated to increase by 1 when the game ball passes through (enters) the second start winning port and the second start condition corresponding to the special figure game using the second special figure is satisfied. At this time, the total hold memory count is also updated to be incremented by 1 (step S58). For example, the total hold memory count value, which is the stored value of the total hold memory counter provided in the game control counter setting unit (not shown), may be updated to be incremented by 1.
[0235] After executing the process of step S58, the CPU 103 extracts numerical data indicating the random value random 1 for jackpot determination, the random value random 2 for jackpot type determination, and the random values random 3 and 4 for variation pattern determination from among the numerical data updated by the random number circuit 104 or the random counter of a game control counter setting unit (not shown) (step S59). The numerical data indicating each random value thus extracted is stored by being set as reservation information at the head of an empty entry in the special figure reservation memory unit according to the start port buffer value (step S60). For example, when the start port buffer value is "1", the numerical data indicating the random values random 1 to random 4 is stored in a first special figure reservation memory unit (not shown), while when the start port buffer value is "2", the numerical data indicating the random values random 1 to random 4 is stored in a second special figure reservation memory unit (not shown).
[0236] The numerical data indicating the random value random 1 for jackpot determination and the random value random 2 for jackpot type determination is used to determine whether to regard the variation display result of the special symbol or the decoration symbol as a "jackpot", and further to determine the jackpot type when the variation display result is regarded as a "jackpot". The random values random 3 and 4 for variation pattern determination are used to determine the variation pattern including the variation display time of the special symbol or the decoration symbol. By executing the process of step S59, the CPU 103 extracts the numerical data indicating all of the random values used for determining the variable display mode including the variation display result and the variation display time of the special symbol or the decoration symbol.
[0237] Subsequent to the process of step S59, transmission setting of a start port winning designation command according to the start port buffer value is performed (step S60). For example, when the start port buffer value is "1", the storage address of the first start winning designation command table in the ROM 101 is stored in the buffer area designated by the transmission command pointer in the transmission command buffer, etc., to perform setting for transmitting the first start winning designation command to the effect control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start winning designation command table in the ROM 101 is stored in the buffer area of the transmission command buffer, etc., to perform setting for transmitting the second start winning designation command to the effect control board 12. The start winning designation command thus set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process is completed and the command control process of S27 shown in FIG. 19 is executed.
[0238] The CPU 103 stores a random number value in the storage area corresponding to the save memory subsequent to the process of step S60 (step S61). Thereafter, the CPU 103 clears the start port buffer, initializes its stored value to "0" (step S62), and then ends the start winning determination process. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect a valid start winning of a game ball simultaneously, the process based on the detection of both valid start winnings can be surely completed.
[0239] (Normal Special Symbol Process) FIG. 22 is a flowchart showing an example of normal special symbol processing. As shown in FIG. 22, in normal special symbol processing, the CPU 103 determines whether there is suspended storage data in the first suspended storage buffer (a storage buffer for storing suspended storage information of the first special symbol) or the second suspended storage buffer (a storage buffer for storing suspended storage information of the second special symbol) (step S1001). If there is no suspended storage data in either the first suspended storage buffer or the second suspended storage buffer (N in step S1001), it is determined whether a predetermined period has elapsed since the variation stop (step S1002). If the predetermined period has not elapsed since the variation stop (N in step S1002), the normal special symbol processing ends. On the other hand, if the predetermined period has elapsed since the variation stop (Y in step S1002), a process for transmitting a customer waiting demo designation command is performed (step S1003), and the normal special symbol processing ends. Here, when the customer waiting demo designation command is transmitted, a customer waiting demo designation command transmitted flag indicating that the customer waiting demo designation command has been transmitted is set. And when the normal special symbol processing after the next timer interrupt is executed after the customer waiting demo designation command is transmitted, control is performed so as not to transmit the customer waiting demo designation command again based on the fact that the customer waiting demo designation command transmitted flag is set. Such a customer waiting demo designation command transmitted flag is reset when the next variation display of the special symbol is started.
[0240] When there is suspended memory data in the first suspended memory buffer or the second suspended memory buffer (Y in step S1001), the CPU 103 determines whether the first data among the data set in the suspended specific area indicates "second" (step S1004). If the first data set in the suspended specific area does not indicate "second" (i.e., it indicates "first") (N in step S1004), the CPU 103 sets the data indicating "first" in the special symbol pointer (a flag indicating whether special symbol process processing is being performed for the first special symbol or the second special symbol) (step S1005). If the first data set in the suspended specific area indicates "second" (Y in step S1004), the CPU 103 sets the data indicating "second" in the special symbol pointer (step S1006).
[0241] In this embodiment, hereinafter, depending on whether the data indicating "first" or the data indicating "second" is set in the special symbol pointer, the variable display of the first special symbol and the variable display of the second special symbol are executed using a common processing routine. When the data indicating "first" is set in the special symbol pointer, the variable display of the first special symbol is performed based on the suspended memory data stored in the first suspended memory buffer. On the other hand, when the data indicating "second" is set in the special symbol pointer, the variable display of the second special symbol is performed based on the suspended memory data stored in the second suspended memory buffer.
[0242] By the control of steps S1004 to S1006, if there is even one piece of data of the second suspended memory in the second suspended memory buffer, the variable display of the second special symbol based on the data of the second suspended memory is executed with priority over the variable display of the first special symbol based on the data of the first suspended memory.
[0243] Next, the CPU 103 reads out each random number value stored in the storage area corresponding to the hold storage number indicated by the special symbol pointer = 1 and stores it in the hold storage buffer of the RAM 102 (step S1007). Specifically, when the special symbol pointer indicates "First", the CPU 103 reads out each random number value stored in the storage area corresponding to the first hold storage number = 1 in the first hold storage buffer and stores it in the hold storage buffer of the RAM 102. Also, when the special symbol pointer indicates "Second", the CPU 103 reads out each random number value stored in the storage area corresponding to the second hold storage number = 1 in the second hold storage buffer and stores it in the hold storage buffer of the RAM 102.
[0244] Then, the CPU 103 decrements the count value of the hold storage number counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (step S1008). Specifically, when the special symbol pointer indicates "First", the CPU 103 decrements the count value of the first hold storage number counter by 1 and shifts the contents of each storage area in the first hold storage buffer. Also, when the special symbol pointer indicates "Second", the CPU 103 decrements the count value of the second hold storage number counter by 1 and shifts the contents of each storage area in the second hold storage buffer.
[0245] That is, when the special symbol pointer indicates "First", the CPU 103 stores each random number value stored in the storage area corresponding to the first hold storage number = n (n = 2, 3, 4) in the first hold storage buffer of the RAM 102 in the storage area corresponding to the first hold storage number = n - 1. Also, when the special symbol pointer indicates "Second", the CPU 103 stores each random number value stored in the storage area corresponding to the second hold storage number = n (n = 2, 3, 4) in the second hold storage buffer of the RAM 102 in the storage area corresponding to the second hold storage number = n - 1.
[0246] Therefore, the order in which each random number value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted always matches the order of the first reserved memory number (or the second reserved memory number) = 1, 2, 3, 4.
[0247] Next, the CPU 103 performs control to transmit a reserved memory number designation command for the side indicated by the special symbol pointer to the effect control CPU 120 based on the value of the reserved memory number counter for the side indicated by the special symbol pointer after subtraction (step S1009). In this case, when a value indicating "first" is set in the special symbol pointer, the CPU 103 performs control to transmit a first reserved memory number designation command. Also, when a value indicating "second" is set in the special symbol pointer, the CPU 103 performs control to transmit a second reserved memory number designation command.
[0248] Next, the CPU 103 transmits a background designation command (step S1010), reads random R (random number for jackpot determination) from the reserved memory buffer, and executes the jackpot determination module (step S1011). In this case, the CPU 103 reads the random number for jackpot determination extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and performs a jackpot determination. The jackpot determination module is a program that executes a process of comparing a predetermined jackpot determination value (see FIG. 8) with the random number for jackpot determination and determining that it is a jackpot if they match. That is, it is a program that executes the process of jackpot determination.
[0249] In the jackpot determination process, when the game state is the probability-variable state (high-probability state), the probability of hitting a jackpot is configured to be higher than when the game state is the non-probability-variable state (normal game state and time-saving state). Specifically, a probability-variable jackpot determination table with a large number of jackpot determination values set in advance (the table with the values in the lower column of Fig. 9(a) set) and a normal-time jackpot determination table with the number of jackpot determination values set to be less than that of the probability-variable jackpot determination table (the table with the values in the upper column of Fig. 9(a) set) are provided. Then, the CPU 103 checks whether the game state is the probability-variable state. When the game state is the probability-variable state, the CPU 103 uses the probability-variable jackpot determination table to perform the jackpot determination process. When the game state is the normal state or the time-saving state, the CPU 103 uses the normal-time jackpot determination table to perform the jackpot determination process. That is, when the value of the jackpot determination random number (Random 1) matches any of the jackpot determination values shown in Fig. 9(a), the CPU 103 determines that it is a jackpot for the special symbol. When it is determined to be a jackpot (Y in step S1011), the process proceeds to step S1012. Note that determining whether to be a jackpot means determining whether to shift to the jackpot game state, and it also means determining whether to set the stop symbol in the special symbol as the jackpot symbol.
[0250] Note that the confirmation of whether the current game state is the probability-variable state is performed based on whether the probability-variable flag is set. The probability-variable flag is set when the game state shifts to the probability-variable state and reset when the probability-variable state ends. Specifically, the probability-variable flag is set in the process of ending the jackpot game, and then reset at the timing when the variable display of the special symbol ends and the stop symbol is stopped and displayed, when either the condition that the variable display has been performed a predetermined number of times (for example, 100 times) or the condition that the next jackpot has been determined is satisfied, whichever comes first.
[0251] If the value of the jackpot determination random number (Random 1) does not match any of the jackpot determination values (N in step S1011), the process proceeds to step S1015, which will be described later.
[0252] In step S1011, if the value of the jackpot determination random number (Random 1) matches any of the jackpot determination values, the CPU 103 sets a jackpot flag indicating that it is a jackpot (step S1012). Note that the jackpot flag is reset when the jackpot game ends. Then, as a table used to determine one of a plurality of jackpot types, either the first special symbol jackpot type determination table in FIG. 9(b) or the second special symbol jackpot type determination table in FIG. 9(c) is selected. Specifically, when the special symbol pointer indicates "First", the CPU 103 selects the first special symbol jackpot type determination table shown in FIG. 9(b). Also, when the special symbol pointer indicates "Second", the CPU 103 selects the second special symbol jackpot type determination table in FIG. 9(c). Then, the CPU 103 reads out the jackpot type determination random number extracted in the start winning determination process and previously stored in the first hold memory buffer or the second hold memory buffer, and uses the selected jackpot type determination table to determine the jackpot type and the jackpot symbol corresponding to the value that matches the value of the jackpot type determination random number (Random 2) stored in the hold memory buffer (step S1013).
[0253] Also, the CPU 103 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step S1014).
[0254] Next, the CPU 103 sets the stop symbol of the special symbol (step S1015). Specifically, when the jackpot flag is not set, "-", which is a losing symbol, is set as the stop symbol of the special symbol. When the jackpot flag is set, depending on the determination result of the jackpot type, the jackpot symbol determined in step S1014 is set as the stop symbol of the special symbol.
[0255] Then, the CPU 103 transmits a display result specification command (step S1016) and updates the value of the special symbol process flag to a value corresponding to the variation pattern setting process (step S111) (step S1017).
[0256] (Variable Pattern Setting Process) FIG. 23 is a flowchart showing an example of the variable pattern setting process. As shown in FIG. 23, in the variable pattern setting process, the CPU 103 determines a post-variable pattern based on Random 3 and 4 according to the stored number of holds and the presence or absence of a jackpot (step S1101). Specifically, when it is a losing result, the CPU 103 selects a post-variable pattern determination table shown in FIG. 13 according to the stored number of holds, and determines a post-variable pattern based on the selected post-variable pattern determination table and the value of Random 3. Further, when it is a jackpot result, the CPU 103 selects a post-variable pattern determination table shown in FIG. 14 according to the type of jackpot, and determines a post-variable pattern based on the selected post-variable pattern determination table and the value of Random 4.
[0257] Next, the CPU 103 determines a pre-variable pattern based on Random 5 (step S1102). Specifically, the CPU 103 selects a pre-variable pattern determination table shown in FIG. 15 according to the post-variable pattern determined in S1102, and determines a pre-variable pattern based on the selected pre-variable pattern determination table and the value of Random 5.
[0258] Next, the CPU 103 performs control to transmit a variable pattern command corresponding to the determined variable pattern (pre-variable pattern and post-variable pattern) to the effect control CPU 120 (step S1103).
[0259] Next, the CPU 103 sets a value corresponding to the variable time corresponding to the selected variable pattern in the variable time timer formed in the RAM 102 (step S1104). Then, the CPU 103 performs control to transmit a symbol variation designation command to the effect control CPU 120 (step S1105), and updates the value of the special symbol process flag to a value corresponding to the special symbol variation process (step S112) (step S1106).
[0260] (Special Symbol Variation Process) FIG. 24 is a flowchart showing an example of special symbol variation processing. As shown in FIG. 24, in the special symbol variation processing, the CPU 103 subtracts 1 from the variation time timer (step S1201). When the variation time timer times out (Y in step S1202), the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol stop processing (step S113) (step S1203). If the variation time timer has not timed out (N in step S1202), the process ends as it is.
[0261] (Special symbol stop processing) FIG. 25 is a flowchart showing an example of special symbol stop processing. As shown in FIG. 25, in the special symbol stop processing, the CPU 103 sets an end flag to end the variable display of the special symbol, and performs control to derive and display a stop symbol on the special figure 1 variable display unit 9021 or the special figure 2 variable display unit 9022 (step S1301). When data indicating "first" is set in the special symbol pointer, the variation of the first special symbol on the special figure 1 variable display unit 9021 is ended. When data indicating "second" is set in the special symbol pointer, the variation of the second special symbol on the special figure 2 variable display unit 9022 is ended. Also, a symbol determination designation command is set in the effect control CPU 120 (step S1302). Thereby, the symbol determination designation command is transmitted to the effect control CPU 120. Next, the CPU 103 determines whether or not the big win flag is set (step S1303). If the big win flag is not set (N in step S1303), the process proceeds to step S1309.
[0262] If the big win flag is set (Y in step S1303), the CPU 103 resets the probability variation flag and the time shortening flag (step S1304). Next, a big win start designation command and a right hit display lighting command are transmitted to the effect control CPU 120 (step S1305).
[0263] Also, referring to the opening pattern data stored in the ROM 101, for the normal big winning opening and the V big winning opening, data indicating the opening mode such as the number of openings (e.g., 5 times or 10 times), the opening time (e.g., 29 seconds), and the interval time between rounds (e.g., 0.5 seconds) is set in a predetermined storage area (step S1306). For example, in the case of a normal jackpot in 3R, an opening mode that opens the normal big winning opening in all of 1 to 3R is stored in a predetermined storage area provided in the RAM 102. In the case of a certain probability jackpot in 5R, an opening mode that opens the normal big winning opening in the 1st to 3rd and 5th rounds and opens the V big winning opening in the 4th round is stored in a predetermined storage area provided in the RAM 102. Also, in the case of a certain probability jackpot in 10R, an opening mode that opens the normal big winning opening in the 1st to 8th and 10th rounds and opens the V big winning opening in the 9th round is stored in a predetermined storage area provided in the RAM 102. The data of the number of openings (5 times or 10 times) is set in an opening number counter for counting the number of openings.
[0264] Also, a value corresponding to the fanfare time, which is the jackpot display time (the time to notify, for example, in the image display device 5 that a jackpot has occurred), is set in the big winning opening control timer (step S1307). Thereafter, in the pre-opening process for the jackpot, when the big winning opening control timer is decremented by 1 and reaches 0, the big winning opening is opened and the round starts. Then, the value of the special symbol process flag is updated to a value corresponding to the pre-opening process for the jackpot (step S114) (step S1308), and the process ends.
[0265] If it is determined in step S1303 that the jackpot flag is not set (N in step S1304), the CPU 103 determines whether a time shortening flag indicating that it is in the time shortening state is set (step S1309). If the time shortening flag is not set (N in step S1309), the process proceeds to the process of step S1316. If the time shortening flag is set (Y in step S1309), the counter value of the time shortening count counter indicating the remaining number of fluctuations in the time shortening state is decremented by 1 (step S1310). Next, the CPU 103 checks whether the value of the time shortening count counter has become 0 (step S1311). If the value of the time shortening count counter has become 0 (Y in step S1311), it is determined that the duration of the time shortening state has ended, and the time shortening flag is reset (step S1312). As a result, when the variable display resulting in a losing display is performed a specific number of times (100 times) in the time shortening state, the gaming state shifts from the time shortening state to the non-time shortening state. If, in step S1311, the value of the time shortening count counter has not become 0 (N in step S1311), the process proceeds to the process of step S1316.
[0266] After step S1312, it is determined whether a probability variation flag indicating that it is in the probability variation state is set (step S1313). If the probability variation flag is set (Y in step S1313), the probability variation flag is reset (step S1314). Next, in response to the gaming state shifting from the time shortening state to the normal state (low probability / low base state), the CPU 103 transmits a normal state designation command to the effect control CPU 120 (step S1315), and proceeds to step S1316. If the probability variation flag is not set in step S1313 (N in step S1313), the process proceeds to step S1315 without performing the process of step S1314. Then, the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (step S110) (step S1316), and the process ends.
[0267] (Before jackpot release process) FIG. 26 is a flowchart showing an example of the jackpot release preprocessing. As shown in FIG. 26, in the jackpot release preprocessing, the CPU 103 subtracts 1 (subtract and update) from the value of the big winning opening control timer (step S1401). Then, it determines whether the value of the big winning opening control timer is 0 (step S1402). If the value of the big winning opening control timer is not 0 (N in step S1402), the process ends.
[0268] When the value of the big winning opening control timer becomes 0 (Y in step S1402), the CPU 103 sends a big winning opening in progress designation command to the effect control CPU 120 (step S1403). Then, it drives the solenoid 82 according to the release pattern to open the normal big winning opening (step S1404). As a result, the normal big winning opening opens in the first reel.
[0269] Next, the CPU 103 sets the big winning opening release time (e.g., 29 seconds) corresponding to the maximum time (big winning opening release time) during which the big winning opening can be opened in the big winning opening control timer based on the release pattern data (e.g., the data stored in the RAM 102 in step S1306) (step S1405). Then, it updates the value of the special symbol process flag to a value corresponding to the jackpot release in progress process (step S115) (step S1406), and the process ends.
[0270] (Jackpot release in progress process) FIG. 27 is a flowchart showing an example of the jackpot release in progress process. As shown in FIG. 27, in the jackpot release in progress process, the CPU 103 subtracts 1 (subtract and update) from the value of the big winning opening control timer (step S1501).
[0271] Then, the CPU 103 checks whether the value of the big winning opening control timer has become 0 (step S1502). When the value of the big winning opening control timer has become 0 (Y in step S1502), the process proceeds to the process of step S1511. When the value of the big winning opening control timer has not become 0 (N in step S1502), it is determined whether the normal big winning opening or the V big winning opening is being opened (step S1503). Whether the normal big winning opening or the V big winning opening is being opened may be determined based on the value of the opening count counter.
[0272] In step S1503, when it is determined that the normal big winning opening or the V big winning opening is not being opened (N in step S1503), the process ends.
[0273] If the normal big winning opening or the V big winning opening is being opened (Y in step S1503), it is determined whether the count switch 23 or the V winning switch 24 is on (step S1504). If neither the count switch 23 nor the V winning switch 24 is on (N in step S1504), the process ends. On the other hand, if either the count switch 23 or the V winning switch 24 is on (Y in step S1504), the winning count counter is incremented by 1 (added and updated) (step S1505).
[0274] Next, it is determined whether or not the probability variation determination flag is set (step S1506). The probability variation determination flag is a flag that is set when it is determined that control is to be switched to the probability variation state when a V winning occurs. If the probability variation determination flag is set (Y in step S1506), the process proceeds to the process of step S1510. On the other hand, if the probability variation determination flag is not set (N in step S1506), it is determined whether or not the V winning switch 24 is on (step S1507). If the V winning switch 24 is not on (N in step S1507), the process proceeds to the process of step S1510. On the other hand, if the V winning switch is on (Y in step S1507), the probability variation determination flag is set (step S1508), a probability variation determination device passing designation command is transmitted (step S1509), and the process proceeds to the process of step S1510.
[0275] Then, the CPU 103 determines whether or not the value of the winning count counter has reached a predetermined number (for example, 10) (step S1510). If the value of the winning count counter has not reached the predetermined number (N in step S1510), the process ends.
[0276] When the value of the winning count counter has reached the predetermined number (Y in step S1510), the CPU 103 performs either control to drive the solenoid 82 to close the normal big winning opening or control to drive the solenoid 83 to close the V big winning opening (step S1511). Next, the CPU 103 performs a process of clearing (setting to 0) the value of the winning count counter (step S1512). Next, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the post-big win release process (step S116) (step S1513), and ends the process.
[0277] (Post-big win release process) FIG. 28 is a flowchart showing an example of the post-big win release process. As shown in FIG. 28, in the post-big win release process, the CPU 103 determines whether or not the value of the opening count counter is 0 (step S1601).
[0278] If the value of the replay count counter is 0 (Y in step S1601), send a jackpot end designation command to the effect control CPU 120 (step S1602), set a value corresponding to the jackpot end time (the time to notify, for example, on the image display device 5 that the jackpot game has ended) in the big winning opening control timer (step S1603), update the value of the special symbol process flag to a value corresponding to the jackpot end process (step S117) (step S1604), and end the process.
[0279] In step S1601, if the value of the replay count counter is not 0 (N in step S1601), send a command for after the big winning opening is released to the effect control CPU 120 (step S1605), and set a value corresponding to the interval time from the end of the round to the start of the next round in the big winning opening control timer (step S1606).
[0280] Next, the CPU 103 determines whether it is before the round in which the V big winning opening is opened (also referred to as the V opening round), that is, whether the next round is the V opening round (step S1607). If it is not before the V opening round (N in step S1607), control is performed to drive the solenoid 82 to open the normal big winning opening (step S1608). On the other hand, if it is before the V opening round (Y in step S1607), control is performed to drive the solenoid 83 to open the V big winning opening (step S1609).
[0281] After step S1608 or step S1609, the CPU 103 sends a command for during the big winning opening is open to the effect control CPU 120 (step S1610). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the process during the jackpot opening (step S115) (step S1611), and ends the process.
[0282] (Jackpot end process) FIG. 29 is a flowchart showing an example of jackpot end processing. As shown in FIG. 29, in the jackpot end processing, the CPU 103 subtracts 1 from the value of the big winning opening control timer set with the jackpot end time (step S1701). Then, the CPU 103 determines whether the value of the big winning opening control timer has become 0 (whether the jackpot end time has elapsed) (step S1702). If the value of the big winning opening control timer has not become 0 (N in step S1702), the process ends. If the value of the big winning opening control timer has become 0 (Y in step S1702), the jackpot flag is reset (step S1703).
[0283] Next, the CPU 103 determines whether the probability variation determination flag set by passing through the V winning area is set (step S1704). If the probability variation determination flag is not set (N in step S1704), the process proceeds to the process of step S1705. In step S1704, if the probability variation determination flag is set (Y in step S1704), a probability variation flag indicating that it is in the probability variation state is set (step S1707). Next, a probability variation state designation command is transmitted to the effect control CPU 120 (step S1708), the probability variation determination flag is reset (step S1709), and the process proceeds to the process of step S1710.
[0284] In step S1710, a time shortening flag indicating that it is in the time shortening state is set (step S1710), and 100 is set in the time shortening count counter (step S1711). Then, the process proceeds to the process of step S1712.
[0285] On the other hand, in step S1704, if the probability variation determination flag is not set (N in step S1704), in step S1705, a time shortening flag indicating that it is in the time shortening state is set (step S1705), 100 is set in the time shortening count counter (step S1706), and the process proceeds to the process of step S1712.
[0286] In step S1712, a time-saving state designation command is sent to the effect control CPU 120 (step S1712). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S110) (step S1713), and ends the process. Note that the effect control CPU 120 side can recognize whether it is in a probability-variable, time-saving, or normal gaming state based on the probability-variable state designation command or the like sent from the CPU 103.
[0287] [Main Operations of the Effect Control Board 12] Next, the main operations of the effect control board 12 will be described.
[0288] (Effect Control Main Process) When the effect control board 12 receives the supply of the power voltage from the power supply board or the like, the effect control CPU 120 starts up and executes the effect control main process as shown in the flowchart of FIG. 30. FIG. 30 is a flowchart showing an example of the effect control main process. When starting the effect control main process shown in FIG. 30, the effect control CPU 120 first executes a predetermined initialization process (step S71), clears the RAM 122, sets various initial values, and sets the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Further, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling the movable body 32 to return to the initial position and performing a predetermined operation confirmation, are executed.
[0289] 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 (for example, 2 milliseconds) elapses based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (N in step S73), the process of step S73 is repeatedly executed and the system waits.
[0290] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes on. When an interrupt is generated due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets the interrupt to be prohibited. However, when using a CPU that does not automatically enter the interrupt prohibited state, it is desirable to issue an interrupt prohibition command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated when the effect control INT signal becomes on. In this command reception interrupt process, among the input ports included in the I / O 125, the effect control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.
[0291] If the timer interrupt flag is on in step S73 (Y in step S73), the timer interrupt flag is cleared to be off (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, after reading out various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122 or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process, etc., what effect control command was received and what the content specified by the effect control command is. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.
[0292] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.
[0293] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.
[0294] (Effect control process) FIG. 31 is a flowchart showing an example of the effect control process. The effect control process is the process executed in step S76 of FIG. 30. In the effect control process shown in FIG. 31, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the time of starting winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.
[0295] After executing the process of step S161, the effect control CPU 120 selects and executes one of the following processes of steps S170 to S175 according to the value of the effect process flag provided in, for example, the RAM 122.
[0296] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.
[0297] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution or non-execution of various productions such as reach production and various preview productions, the mode thereof, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.
[0298] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output a command (sound effect signal) to the audio control board 13 to output sound and sound effects from the speakers 8L and 8R, and output a command (lamp control data) to the LED driver to turn on / off / blink the game effect lamp 9 and the decorative LED. Various performance controls during the variable display of the decoration pattern are executed. After performing such performance control, for example, in response to reading an end code indicating the end of the variable display of the decoration pattern from the performance control pattern, or receiving a command specifying to stop displaying the determined decoration pattern from the main board 11, the determined decoration pattern, which is the display result of the decoration pattern, is stopped from being displayed. When the determined decoration pattern is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.
[0299] The waiting process per special symbol in step S173 is a process executed when the value of the performance process flag is "3". In this waiting process per special symbol, the performance control CPU 120 determines whether it has received a performance control command specifying to start the big win game state from the main board 11. When it receives a performance control command specifying to start the big win game state, if the command specifies the start of the big win game state, the value of the performance process flag is updated to "4". Also, when the waiting time for receiving the command has elapsed without receiving a command specifying to start the big win game state, it is determined that the display result in the special symbol game is "loss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process per special symbol ends.
[0300] The jackpot winning performance process in step S174 is a process that is executed when the value of the performance process flag is "4". In this jackpot winning performance process, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the jackpot gaming state, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot winning performance process, for example, in response to receiving a command specifying the end of the jackpot gaming state from the main board 11, the value of the performance process flag is updated to "5", which is a value corresponding to the ending performance process, and the jackpot winning performance process is terminated.
[0301] The ending performance process in step S175 is a process that is executed when the value of the performance process flag is "5". In this ending performance process, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the end of the jackpot gaming state, and executes various performance controls of the ending performance at the end of the jackpot gaming state based on the set content. Then, the value of the performance process flag is updated to the initial value "0", and the ending performance process is terminated.
[0302] (Variable Display Start Setting Process) FIG. 32 is a flowchart showing an example of the variable display start setting process. As shown in FIG. 32, the performance control CPU 120 checks whether the result of the variable display has been determined to be a loss (step S7101). If the performance control CPU 120 determines that it is a loss, it checks whether a command corresponding to a non-reach variable pattern has been received as a variable pattern command (step S7103).
[0303] If the performance control CPU 120 determines that a command corresponding to a non-reach variable pattern has been received, it uses the loss symbol determination data table to determine the display result of a non-reaching loss as the final stop of the performance symbol (step S7105), and proceeds to step S7106.
[0304] If it is determined in the process of step S7103 that it is not a non-reach variation pattern (if it is determined that it is a reach variation pattern), the stop symbols of the effect symbols that make up the combination of reach symbols are determined (step S7104), and the process proceeds to step S7106.
[0305] Also, when it is not determined in the process of step S7101 that it is a losing result (when it is determined that it is a big win), the effect control CPU 101 determines the stop symbols of the effect symbols that make up the combination of big win symbols according to the type of big win (step S7102), and the process proceeds to step S7106.
[0306] Next, after executing an effect setting process (step S7106) for performing processes for setting various effects in the variable display, the process proceeds to step S7107. For example, in the effect setting process of step S7106, the effect control CPU 101 determines whether to execute an effect that suggests a big win (stirs up whether it is a big win). Specifically, as an effect that suggests a big win (stirs up whether it is a big win), the effect control CPU 101 determines whether to execute a cut-in effect shown in FIG. 128(r41) described later. In the present embodiment, the effect control CPU 101 specifies whether it develops into a final reach based on the variation pattern specified by the variation pattern command, and when it develops into a final reach, specifies whether it is a big win based on the variation pattern, and based on the result of whether it is the specified big win, determines whether to execute a cut-in effect and the type of cut-in effect to be executed (red cut-in effect, green cut-in effect). When the effect control CPU 101 executes a cut-in effect, it sets information for executing the cut-in effect in the effect setting process.
[0307] In step S7107, a production control pattern is determined to be any one of a plurality of types of production control patterns. In step S7107, according to the variation pattern specified by the variation pattern command and various production control (production operation) patterns specified by the production control pattern of the production determined in the process of step S7106, etc., among the plurality of types of symbol variation control patterns stored in the symbol variation control pattern table, any production control pattern corresponding to the specified various production operation patterns is selected and determined as the usage pattern.
[0308] In the control pattern table stored in the ROM121, for example, data indicating the control contents of various production operations such as the variation display operation of the production symbol in the display area of the image display device 5 during the period from the start of the variation of the production symbol to the stop display of the final stop symbol, the production display operation in the reach production, the production display operation by the pseudo-consecutive production, and the production display operation in the preview production are stored as a plurality of types as the symbol variation control patterns.
[0309] Also, each symbol variation control pattern includes control data for controlling various production operations according to the variation display of the production symbol, such as, for example, a production control process timer setting value, a production control process timer determination value, production display control data, voice control data, luminance data, and an end code, and the contents of various production controls and the switching timing of production controls, etc. are set in time series.
[0310] Next, a process table corresponding to the production control pattern is selected (step S7108). Then, the process timer (production setting process timer) in the process data of the selected process table is started (step S7109).
[0311] When the process of step S7109 is executed, control of the effect device (the image display device 5 as an effect component, various lamps as effect components, and speakers 8L and 8R as effect components) is started according to the content of the process data (display control execution data, luminance data, sound number data) (step S7110). For example, according to the display control execution data, a command is output to cause the image display device 5 to display an image (including an effect symbol) corresponding to the variation pattern. Also, in order to control the lighting / extinguishing of light emitters such as various LEDs, a control signal (lamp control data) is output to the LED driver. Also, in order to cause voice output from the speakers 8L and 8R, a control signal (sound number data) is output to the voice control board 13.
[0312] Then, a value corresponding to the variation time specified by the variation pattern command is set in the variation display time timer (step S7111), and the value of the effect control process flag is set to a value corresponding to the variable display in-progress effect process (step S172) (step S7112), and the variable display start setting process ends.
[0313] <Details of the progress of the game> In the pachinko gaming machine 1 configured as described above, the game progresses as follows. In the pachinko gaming machine 1, the player first fires a game ball toward the first downward flow path passing through the left area of the game area by hitting it to the left. When the fired game ball enters the first start winning opening formed in the winning ball device 6A, the first special figure game is started. As a result of the first special figure game, when the special figure 1 variable display unit 9021 assumes a display mode showing a jackpot symbol, a jackpot occurs.
[0314] In the first special figure game, as described above, there are normal jackpots 1 and 2, and sure-win jackpots 1 to 4. When a jackpot occurs, a fanfare effect is executed, and a right-hit promotion effect that prompts the player to hit the right is executed. As the right-hit promotion effect, characters (for example, "right-hit") and graphics (for example, an arrow directed in the right direction, which is the direction of the second downward path) that prompt a right-hit are displayed on the screen of the image display device 5, and also in the right-hit display section 9030 of the special figure LED board 9020 and the right-hit display section 55 of the fourth symbol unit 9050, a right-hit is prompted by lighting means such as LEDs being lit. As a result, the player will hit the right from then on.
[0315] During the rounds in the jackpot game state, the big winning opening is opened for a predetermined number of times (for example, 3 times in the case of a 3R normal jackpot and 10 times in the case of a 10R sure-win jackpot). One opening of the big winning opening continues until the earlier of the timing when a predetermined period (for example, 29 seconds) has elapsed and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 10).
[0316] When the ending effect after the jackpot game state ends, the game state is controlled to the time-shortening state for a predetermined number of fluctuations (for example, 100 times). Furthermore, if a V-win occurs during the jackpot round, the game state is controlled to the sure-win state for a predetermined number of fluctuations (for example, 100 times) while the time-shortening state is being controlled.
[0317] Even in the sure-win state or the time-shortening state after the jackpot round, the right-hit promotion effect continues to be executed by the image display device 5, the right-hit display section 9030, and the right-hit display section 55. For this reason, the player is constantly prompted to hit the right by the right-hit promotion effect even in the time-shortening state after the jackpot round has ended since the first jackpot (also referred to as the first win) occurred.
[0318] In the time-saving state, control is executed to shorten the average special figure variation time (the period during which the special figure varies) compared to the normal state, or control is executed to shorten the average general figure variation time (the period during which the general figure varies) compared to the normal state. Furthermore, control is executed to improve the probability of "winning per general figure" in the general figure game compared to the normal state. Also, in the time-saving state, electric-chute support control may be performed to increase the frequency of the variable winning ball device 6B that forms the second start winning port being in the open state, thereby increasing the frequency of game balls entering the second start winning port and facilitating winning (increasing entry frequency, increasing occurrence frequency) into the second start winning port.
[0319] In the time-saving state after the big win round, when the launched game ball enters the second start winning port formed in the variable winning ball device 6B, the second special figure game is started. As a result of the second special figure game, when the special figure 2 variable display unit 9022 assumes a display mode indicating a big win symbol, a big win (also referred to as consecutive jackpot win) occurs.
[0320] As the types of big wins in the second special figure game, as described above, there are probability-variable big wins 5 to 9. When a big win occurs, a fanfare effect is executed. Note that the right hitting promotion effect by the image display device 5, the right hitting display unit 9030, and the right hitting display unit 55 continues from the first win.
[0321] During the round in the big win game state, the big winning port is opened for a predetermined number of times (for example, 10 times). One opening of the big winning port continues until the earlier timing among the timing when a predetermined period (for example, 29 seconds) has elapsed and the timing when the number of game balls entering the big winning port reaches a predetermined number (for example, 10).
[0322] When the ending effect after the big win gaming state ends, similar to the first win, the gaming state is controlled to the time-shortening state and the probability-variable state (high-probability high-base state) over a predetermined number of times (for example, 100 times). Even in the probability-variable state after the big win round in a consecutive win, the right-hit promotion effect is continuously executed by the image display device 5, the right-hit display section 9030, and the right-hit display section 55. Therefore, after the first win occurs, the player is prompted to hit the ball to the right by the right-hit promotion effect constantly in the probability-variable state or the time-shortening state after the big win round of a consecutive win ends, and also in the probability-variable state or the time-shortening state after the big win round of that consecutive win ends.
[0323] When the probability-variable state or the time-shortening state ends without a big win occurring in either the probability-variable state or the time-shortening state after the big win round of the first win ends, or the probability-variable state or the time-shortening state after the big win round of a consecutive win ends, the gaming state is controlled to the normal state (low-probability low-base state), and the right-hit promotion effect by the image display device 5, the right-hit display section 9030, and the right-hit display section 55 also ends. As a result, the player will again launch the game ball toward the first downward flow path passing through the left area in the game area by hitting the ball to the left.
[0324] <Flow of the effect> Next, a series of production flow executed on the pachinko machine 1 will be described. FIG. 33 is a diagram for explaining the series of production flow. In the pachinko machine 1, a notification production is executed from when the variable display starts until the variable display stops. The notification production is a production that notifies the player whether the change of the special figure or the decorative pattern stops in a manner indicating a jackpot, that is, whether it is controlled to the jackpot gaming state. The notification production is formed from a plurality of production parts. In the present embodiment, it includes a start part, a fanning part, a winning epilogue part, a losing epilogue part, a device operation part, a relief winning part, a re-drawing part, and a fanfare part. After the re-drawing part, it becomes a fanfare part that is executed until shifting to the jackpot gaming state. Note that the fanning part is also referred to as an introduction part. Also, the winning epilogue part and the losing epilogue part are collectively referred to as an epilogue part.
[0325] [Start part] The start part is a part where a production corresponding to the previous variable pattern is executed. The start part is also a part indicating the period from when the variation starts and a pseudo chain or a normal reach is executed until the SP reach starts. Note that the start part includes a variation that results in a non-reach loss.
[0326] [Fanning part (introduction part)] The fanning part (introduction part) includes the timing from the start of the SP reach (the start timing of the title display of the SP reach) to the timing of branching whether it is a jackpot or a loss. Also, the fanning part is a part that fans whether it will be a jackpot or a loss depending on the production to be executed. The fanning part includes a part corresponding to the first half of the SP reach A or the first half of the SP reach B executed after the start part, and a part corresponding to any of the second half of the SP reach A, the second half of the SP reach B, and the final SP reach developed from the first half of the SP reach. Note that the first half of the SP reach A and the first half of the SP reach B may be collectively referred to as the first half of the SP, and the second half of the SP reach A, the second half of the SP reach B, and the final SP reach may be collectively referred to as the second half of the SP.
[0327] [Epilogue Part] The epilogue part includes a winning epilogue part that notifies the winning display result after each exciting part, and a losing epilogue part that notifies the losing display result. In the winning epilogue part, at least in the final part of the epilogue part, a performance by a story development is executed to notify that the changing symbol becomes a winning display result and is controlled to a winning game state. In the losing epilogue part, at least in the final part of the epilogue part, a performance by a story development is executed to notify that the changing symbol becomes a losing display result and is not controlled to a winning game state.
[0328] Also, in the epilogue part, the notification that the result is a big win is given in two ways: like the final reach described later, when the win / loss notification is made after the introduction part, it is notified by the movement of the accessory; and like the SP reach other than the final reach, it is notified by the story development on the liquid crystal (image display device 5) without using the accessory. Among the epilogue parts, the winning epilogue part notified by the movement of the accessory is also referred to as the win / loss notification part. Specifically, in the first half of the SP reaches A and B and the second half of the SP reaches A and B, in the epilogue part executed after the introduction part, when a big win occurs, it is notified by the above-mentioned winning epilogue part that the game state is controlled to the big win state as the end of the story production using the liquid crystal; when a big win does not occur, it is notified by the losing epilogue part that the game state is not controlled to the big win state as the end of the story production using the liquid crystal. Sometimes, whether it is a win or not is suggested by the first story development in the story production. On the other hand, in the final reach, in the epilogue part executed after the introduction part, first, there is a branch as to whether the game state is controlled to the big win state by the operation of the accessory in the win / loss notification part (accessory operation part). Then, when a big win occurs, it is notified by the above-mentioned winning epilogue part that the game state is controlled to the big win state as the end of the story production using the liquid crystal; when a big win does not occur, it is notified by the losing epilogue part that the game state is not controlled to the big win state as the end of the story production using the liquid crystal. Thus, the winning epilogue part in the final reach includes the win / loss notification part and the subsequent winning epilogue part or losing epilogue part that follows.
[0329] Also, corresponding to the first half reach A of the SP, the winning epilogue part of the first half reach A of the SP and the losing epilogue part of the first half reach A of the SP are executed. Corresponding to the first half reach B of the SP, the winning epilogue part of the first half reach B of the SP and the losing epilogue part of the first half reach B of the SP are executed. Corresponding to the second half reach A of the SP, the winning epilogue part of the second half reach A of the SP and the losing epilogue part of the second half reach A of the SP are executed. Corresponding to the second half reach B of the SP, the winning epilogue part of the second half reach B of the SP and the losing epilogue part of the second half reach B of the SP are executed. Corresponding to the final reach of the SP, the winning epilogue part of the final reach of the SP and the losing epilogue part of the final reach of the SP are executed.
[0330] [Prop operation part] The prop operation part is a part corresponding to the period when an effect showing the development from the first half of the SP to the second half by operating the movable body 32 is executed. The prop operation part is executed after the exciting part of the first half reach A of the SP or the exciting part of the first half reach B of the SP. And after the prop operation part, any one of the exciting parts of the second half reach A of the SP, the exciting part of the second half reach B of the SP, and the exciting part of the final reach of the SP is executed.
[0331] [Winning relief part] The winning relief part is a part in which a winning relief effect suggesting that it appears to be a loss at first and then a big win is executed. The winning relief part may develop from any one of the losing epilogue parts of the second half reach A of the SP, the losing epilogue parts of the second half reach B of the SP, or the losing epilogue part of the final reach of the SP.
[0332] [Re-drawing part] The re-drawing part is the part that is executed after the winning epilogue part where the winning display result is shown. Specifically, the re-drawing effect is executed after the winning epilogue part of the first half SP reach A, the winning epilogue part of the first half SP reach B, the winning epilogue part of the second half SP reach A, the winning epilogue part of the second half SP reach B, the winning epilogue part of the final SP reach, and the winning with relief part. In this embodiment, the re-drawing part is always executed after each winning part (winning epilogue part, winning with relief part), but it may not transition to the re-drawing effect part. For example, the re-drawing part may not be executed after the relief part, or the re-drawing part may not be executed after the winning epilogue part, or the re-drawing part may not be executed when a certain change symbol (an odd symbol indicating a certain change) is derived as the winning display result.
[0333] [Relationship before and after win / loss determination] Next, an example of dividing a series of effects at the timing before and after win / loss determination will be described. FIG. 34 is a diagram for explaining the relationship before and after win / loss determination, the first half SP reach A win, and the final SP reach win. Here, the win / loss determination is an effect that indicates the branch between a winning display result and a losing display result at the final stage of the exciting part. As shown in FIG. 34(A), a series of effects can be divided into parts executed before and after the win / loss determination at the timing before and after the win / loss determination from the start of variation to the stop of variation. The parts before the win / loss determination include the start part and the exciting part. Also, the parts after the win / loss determination include the epilogue part (win, loss), the winning with relief part, and the re-drawing part.
[0334] In this way, a series of effects from the start of variation to the stop of variation is composed of a plurality of parts. Also, it is possible to divide from the start of variation to the stop of variation before and after the start of the SP reach (start of post-variation). In such a case, before the start of the SP reach corresponds to the variation pattern of the aforementioned pre-variation, and after the start of the SP reach corresponds to the variation pattern of the aforementioned post-variation.
[0335] Next, the variation pattern of main variation number 20, which is the variation pattern of the SP first half reach A big win among each variation pattern, will be described with reference to FIG. 34(B). In the variation pattern of the SP first half reach A big win, from the start of variation to the start of the SP reach (start of subsequent variation) is the start part. And from the start of the SP reach (start of subsequent variation) to the determination of win or loss is the excitement part (SP first half reach A). In the variation pattern of the SP first half reach A big win, the accessory does not move at the timing of the determination of win or loss. And from the determination of win or loss to the start of the re-drawing performance is the epilogue part (for SP first half reach A win). And from the start of the re-drawing performance to the end of variation is the re-drawing part. For example, in the variation pattern of the SP first half reach A big win, a time is set such that the start part is 60 seconds, the excitement part (SP first half reach A) is 20 seconds, the epilogue part (for SP first half reach A win) is 15 seconds, and the re-drawing part is 20 seconds.
[0336] Next, the variation pattern of main variation number 26, which is the variation pattern of the SP final reach big win among each variation pattern, will be described with reference to FIG. 34(C). In the variation pattern of the SP final reach big win, from the start of variation to the start of the SP reach (start of subsequent variation) is the start part. And from the start of the SP reach (start of subsequent variation) to the SP second half development is the excitement part (SP first half reach A). And from the SP second half development to the determination of win or loss is the excitement part (SP final reach). In the variation pattern of the SP final reach big win, the accessory does not move at the timing of the determination of win or loss. And from the determination of win or loss to the start of the re-drawing performance is the epilogue part (for SP final reach win). And from the start of the re-drawing performance to the end of variation is the re-drawing part. For example, in the variation pattern of the SP final reach big win, a time is set such that the start part is 60 seconds, the excitement part (SP first half reach A) is 20 seconds, the excitement part (SP final reach) is 25 seconds, the epilogue part (for SP final reach win) is 30 seconds, and the re-drawing part is 20 seconds.
[0337] As shown in FIGS. 34(B) and (C), the SP final reach, which has a higher expectation level than the SP first half reach A, has a longer variation time. Also, the SP final reach, which has a higher expectation level than the SP first half reach A, has a longer total time of the exciting part and a longer time of the epilogue part. As a result, the period of exciting the player with a higher degree of variation can be lengthened, and the aftertaste time when winning can also be lengthened, so that the sense of blessing can be enhanced.
[0338] <Regarding the scenario> Next, the correspondence between the production content executed in a series of productions and the game effect lamp 9 will be described according to the scenario for each part. The scenario described here has the role of a script that summarizes how each scene of a series of productions progresses. The scenario for each part corresponds to the figure for explaining the production mode corresponding to each part described later. The content such as the production executed on the screen of the image display device 5 and the mode of the game effect lamp 9 will be described in detail using the figures for explaining the production mode described later. Hereinafter, the correspondence between the figure for explaining the scenario for each part and the figure for explaining the production mode described later will be described.
[0339] FIG. 35 is a diagram for explaining the scenario of the start part. The scenario of the start part corresponding to No. 1 in FIG. 33 corresponds to the production modes of FIGS. 55 to 61 described later. FIG. 36 is a diagram for explaining the scenario of the exciting part (SP first half reach A). The scenario of the exciting part (SP first half reach A) corresponding to No. 2 in FIG. 33 corresponds to the production modes of FIGS. 62 to 67 described later. FIG. 38 is a diagram for explaining the scenarios of the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). The scenario of the winning epilogue part (SP first half reach A) corresponding to No. 3 in FIG. 33 corresponds to the production modes of FIGS. 68 to 69 described later. The scenario of the losing epilogue part (SP first half reach A) corresponding to No. 4 in FIG. 33 corresponds to the production modes of FIGS. 70 to 71 described later.
[0340] FIG. 38 is a diagram for explaining the scenario of the excitement part (front half reach B of SP). The scenario of the excitement part (front half reach B of SP) corresponding to No. 5 in FIG. 33 corresponds to the production modes in FIGS. 72 to 77 described later. FIG. 39 is a diagram for explaining the scenarios of the winning epilogue part (front half reach B of SP) and the losing epilogue part (front half reach B of SP). The scenario of the winning epilogue part (front half reach B of SP) corresponding to No. 6 in FIG. 33 corresponds to the production modes in FIGS. 78 to 80 described later. The scenario of the losing epilogue part (front half reach B of SP) corresponding to No. 7 in FIG. 33 corresponds to the production modes in FIGS. 81 to 82 described later. FIG. 40 is a diagram for explaining the scenario of the accessory operation part (during the latter half development of SP). The scenario of the accessory operation part (during the latter half development of SP) corresponding to No. 8 in FIG. 33 corresponds to the production mode in FIG. 83 described later.
[0341] FIG. 41 is a diagram for explaining the scenario of the excitement part (latter half reach A of SP). The scenario of the excitement part (latter half reach A of SP) corresponding to No. 9 in FIG. 33 corresponds to the production modes in FIGS. 84 to 96 described later. FIG. 42 is a diagram for explaining the scenarios of the winning epilogue part (latter half reach A of SP) and the losing epilogue part (latter half reach A of SP). The scenario of the winning epilogue part (latter half reach A of SP) corresponding to No. 10 in FIG. 33 corresponds to the production modes in FIGS. 97 to 98 described later. The scenario of the losing epilogue part (latter half reach A of SP) corresponding to No. 11 in FIG. 33 corresponds to the production modes in FIGS. 99 to 100 described later.
[0342] FIG. 43 is a diagram for explaining the scenario of the exciting part (the latter half reach B of SP). The scenario of the exciting part (the latter half reach B of SP) corresponding to No. 12 in FIG. 33 corresponds to the production modes shown in FIGS. 101 to 109 described later. FIG. 44 is a diagram for explaining the scenarios of the winning epilogue part (the latter half reach B of SP) and the losing epilogue part (the latter half reach B of SP). The scenario of the winning epilogue part (the latter half reach B of SP) corresponding to No. 13 in FIG. 33 corresponds to the production modes shown in FIGS. 110 to 112 described later. The scenario of the losing epilogue part (the latter half reach B of SP) corresponding to No. 14 in FIG. 33 corresponds to the production modes shown in FIGS. 113 to 114 described later.
[0343] FIGS. 45 and 46 are diagrams for explaining the scenario of the exciting part (the final reach of SP). The scenario of the exciting part (the final reach of SP) corresponding to No. 15 in FIG. 33 corresponds to the production modes shown in FIGS. 115 to 132 described later. FIG. 47 is a diagram for explaining the scenarios of the winning epilogue part (the final reach of SP) and the losing epilogue part (the final reach of SP). The scenario of the winning epilogue part (the final reach of SP) corresponding to No. 16 in FIG. 33 corresponds to the production modes shown in FIGS. 133 to 136 described later. The scenario of the losing epilogue part (the final reach of SP) corresponding to No. 17 in FIG. 33 corresponds to the production modes shown in FIGS. 137 to 138 described later. FIG. 48 is a diagram for explaining the scenario of the winning relief part. The scenario of the winning relief part corresponding to No. 18 in FIG. 33 corresponds to the production modes shown in FIGS. 139 to 140 described later.
[0344] FIG. 49 is a diagram for explaining a scenario of a re-drawing part (deriving an odd symbol or an even symbol after a button operation). The scenario of the re-drawing part (deriving an odd symbol or an even symbol after a button operation) corresponding to No. 19 in FIG. 33 corresponds to the presentation modes in FIGS. 141 to 156 described later. FIG. 50 is a diagram for explaining a scenario of a re-drawing part (deriving an odd symbol after a button operation) and a fanfare part. The scenario of the re-drawing part (deriving an odd symbol after a button operation) corresponding to No. 20 in FIG. 33 corresponds to the presentation modes in FIGS. 157 to 159 described later. The scenario of the fanfare part corresponding to No. 22 in FIG. 33 corresponds to the presentation mode in FIG. 160 described later. FIG. 51 is a diagram for explaining a scenario of a re-drawing part (deriving an even symbol after a button operation) and a fanfare part. The scenario of the re-drawing part (deriving an even symbol after a button operation) corresponding to No. 21 in FIG. 33 corresponds to the presentation modes in FIGS. 161 to 163 described later. The scenario of the fanfare part corresponding to No. 22 in FIG. 33 corresponds to the presentation mode in FIG. 164 described later.
[0345] <Output mechanism to the LED driver (lamp driver)> FIG. 52 is a diagram for explaining the output mechanism to the LED driver. In the present embodiment, the effect control CPU 120 mounted on the effect control board 12 outputs luminance data for turning on / flashing / turning off one or a plurality of lamps (LEDs) among the plurality of lamps (LEDs) included in the game effect lamp 9 to the LED driver (also referred to as a lamp driver). Hereinafter, the control of turning on / flashing / turning off the lamps such as LEDs by the effect control CPU 120 is also referred to as lamp control. Based on the luminance data received from the effect control CPU 120, the LED driver adjusts the current flowing through each lamp included in the game effect lamp 9 to be controlled for lamp control, so as to turn on / flash / turn off each lamp. Each game effect lamp 9 turns on / flashes / turns off based on the current adjusted by the LED driver.
[0346] More specifically, in the ROM 121 and RAM 122 of the effect control board 12, a luminance data table storing luminance data for lamp control of each game effect lamp 9 is stored. The luminance data table includes an error luminance data table used when an error occurs, an SP reach luminance data table used in each part during SP reach (such as a stirring part, a winning epilogue part, a losing epilogue part, and a device operation part), and a background luminance data table.
[0347] Furthermore, the background luminance data table includes a normal background luminance data table used in the low-probability low-base state (normal state), a fanfare background luminance data table used in the fanfare state where a fanfare effect is executed, a jackpot background luminance data table used during a round in the jackpot game state, an ending background luminance data table used in the ending state where an ending effect for notifying the end of the jackpot game state is executed, and a probability-variable background luminance data table used in the high-probability high-base state (probability-variable state).
[0348] Each of the above-described background luminance data tables is used without overlapping. Depending on which game state among a plurality of types of game states, such as the normal state, the fanfare state, the jackpot game state, the ending state, and the probability-variable state, the game is controlled, one of the background luminance data tables is used. That is, the effect control CPU 120 outputs luminance data based on the relevant background luminance data table to the LED driver using one of the background luminance data tables for each game state being controlled. Thereby, each game effect lamp 9 is lamp-controlled according to the game state being controlled.
[0349] Furthermore, priorities are defined for each of the error luminance data table, the SP reach luminance data table, and the background luminance data table when they are used. Specifically, as shown in FIG. 52, the priorities increase in the order of the error luminance data table, the SP reach luminance data table, and the background luminance data table when they are used.
[0350] For example, when the effect control CPU 120 develops into an SP reach while outputting luminance data based on the normal background luminance data table in the normal state, the SP reach luminance data table corresponding to the SP reach is preferentially used over the normal background luminance data table, and luminance data is output to the LED driver based on the SP reach luminance data table. Thereby, when the game effect lamp 9 is lamp-controlled in a manner corresponding to the normal state based on the normal background luminance data table and then develops into an SP reach, the game effect lamp 9 is lamp-controlled in a manner corresponding to the SP reach based on the SP reach luminance data table. During the period when the luminance data based on the SP reach luminance data table is output to the LED driver, the luminance data based on the normal background luminance data table is not output to the LED driver. However, after the SP reach ends and returns to the normal state, the luminance data based on the normal background luminance data table is output to the LED driver, and when a big win occurs and it enters the fanfare state, the luminance data based on the fanfare background luminance data table is output to the LED driver.
[0351] More specifically, while the effect control CPU 120 measures the time of lamp control corresponding to the game state being controlled using a timer, it outputs luminance data to the LED driver using the background luminance data table corresponding to the game state being controlled. However, when it develops into an SP reach or the like, it preferentially uses the SP reach luminance data table corresponding to the SP reach and outputs luminance data to the LED driver. During this period, the effect control CPU 120 continuously updates the value of the timer without stopping the measurement of the time of lamp control using the background luminance data table. That is, even while the effect control CPU 120 is performing lamp control on the game effect lamp 9 based on the SP reach luminance data table, it continuously updates the luminance data included in the background luminance data table. However, since the priority of the luminance data included in the background luminance data table is lower than that of the luminance data included in the SP reach luminance data table, the luminance data included in the background luminance data table is not output to the LED driver. Then, after the SP reach ends, the effect control CPU 120 starts outputting the luminance data included in the background luminance data table to the LED driver again from the continuation of the luminance data that has been continuously updated.
[0352] Also, for example, when an error occurs while the performance control CPU 120 is outputting luminance data based on the SP reach luminance data table during SP reach, the error luminance data table corresponding to the error is preferentially used over the SP reach luminance data table, and luminance data is output to the LED driver based on the error luminance data table. As a result, when an error occurs while the game effect lamp 9 is lamp-controlled in a manner corresponding to SP reach based on the SP reach luminance data table, the game effect lamp 9 is lamp-controlled in a manner corresponding to the error based on the error luminance data table. Note that during the period when the luminance data based on the error luminance data table is output to the LED driver, the luminance data based on the SP reach luminance data table is not output to the LED driver. However, when the error is cleared and the game state returns to the SP reach state again, the luminance data based on the SP reach luminance data table is output to the LED driver.
[0353] More specifically, while the effect control CPU 120 measures the time of lamp control corresponding to the SP reach being controlled using a timer, it outputs luminance data to the LED driver using the SP reach luminance data table corresponding to the SP reach. However, if an error occurs, it preferentially uses the error luminance data table corresponding to the error over the SP reach luminance data table and outputs luminance data to the LED driver. During this period, the effect control CPU 120 continues to update the value of the timer without stopping the measurement of the time of lamp control using the SP reach luminance data table. That is, even while the effect control CPU 120 is performing lamp control on the game effect lamp 9 based on the error luminance data table, it continues to update the luminance data included in the SP reach luminance data table. However, since the luminance data included in the SP reach luminance data table has a lower priority than the luminance data included in the error luminance data table, the luminance data included in the SP reach luminance data table is not output to the LED driver. Then, after the error is cleared, the effect control CPU 120 starts outputting the luminance data included in the SP reach luminance data table to the LED driver again from the continuation of the luminance data that has been continuously updated.
[0354] <Lighting mode of game effect lamp> In the present embodiment, each game effect lamp 9 is lamp-controlled by outputting luminance data to the LED driver by the effect control CPU 120 as described above. Here, with reference to FIGS. 53 and 54, the lighting mode of each game effect lamp 9 will be described in detail. FIGS. 53 and 54 are diagrams for explaining the lighting mode of the game effect lamp 9.
[0355] In the present embodiment, as terms related to the lighting of each game effect lamp 9 such as the frame lamp, the accessory lamp 9A, the left panel lamp 9B, the attacker lamp 9E, the V attacker lamp 9F, and the electric chaser lamp 9H, terms such as "extinguished", "substantially extinguished", "lit", and "flashing" are used. Also, as described above, the modes of each game effect lamp 9 by "lit" and "flashing" are also referred to as "lighting modes".
[0356] The term "lights out" includes the state where the game effect lamp 9 is not lit and the brightness is 0. The term "substantially lights out" includes the state where the game effect lamp 9 is lit but its brightness is extremely low (for example, the brightness "1" described later).
[0357] For example, as shown in FIG. 53(X1), when the RGB (Red, Green, Blue) data defined as the brightness data of the frame lamp is "000", the frame lamp "lights out". Also, when the brightness data (RGB data) of the frame lamp is "111", the frame lamp lights up in white with extremely low brightness. In the present embodiment, the state of the frame lamp where such RGB data becomes "111" may be referred to as "substantially lights out" for convenience.
[0358] As shown in FIG. 53(X1), when the RRRR (Red, Red, Red, Red) data defined as the brightness data of the accessory lamp 9A is "0000", the accessory lamp 9A "lights out". Also, when the brightness data (RRRR data) of the accessory lamp 9A is "1111", the accessory lamp 9A lights up in red with extremely low brightness. In the present embodiment, the state of the accessory lamp 9A where such RRRR data becomes "1111" may be referred to as "substantially lights out" for convenience.
[0359] As shown in FIG. 53(X1), when the WWWWW (White, White, White, White, White) data defined as the brightness data of the left panel lamp 9B is "00000", the left panel lamp 9B "lights out". Also, when the brightness data (WWWWW data) of the left panel lamp 9B is "11111", the left panel lamp 9B lights up with extremely low brightness. In the present embodiment, the state of the left panel lamp 9B where such WWWWW data becomes "11111" may be referred to as "substantially lights out" for convenience.
[0360] As shown in FIG. 53(X1), when the RGB (Red, Green, Blue) data defined as the luminance data of the attack lamp 9E is "000", the attack lamp 9E "turns off". Also, when the luminance data (RGB data) of the attack lamp 9E is "111", the attack lamp 9E lights up at an extremely low luminance. In the present embodiment, the state of the attack lamp 9E in which such RGB data becomes "111" may be referred to as "substantially off" for convenience.
[0361] As shown in FIG. 53(X1), when the WWW (White, White, White) data defined as the luminance data of the V attack lamp 9F is "000", the V attack lamp 9F "turns off". Also, when the luminance data (WWW data) of the V attack lamp 9F is "111", the V attack lamp 9F lights up at an extremely low luminance. In the present embodiment, the state of the V attack lamp 9F in which such WWW data becomes "111" may be referred to as "substantially off" for convenience.
[0362] As shown in FIG. 53(X1), when the RGB (Red, Green, Blue) data defined as the luminance data of the electric chuler lamp 9H is "000", the electric chuler lamp 9H "turns off". Also, when the luminance data (RGB data) of the electric chuler lamp 9H is "111", the electric chuler lamp 9H lights up at an extremely low luminance. In the present embodiment, the state of the electric chuler lamp 9H in which such RGB data becomes "111" may be referred to as "substantially off" for convenience.
[0363] The term "lighting" includes constant lighting where the game effect lamp 9 is always lit, wave lighting where a plurality of arranged lamps included in the game effect lamp 9 are sequentially switched from off to on, and hazy lighting where the game effect lamp 9 lights dimly while changing its brightness. Specifically, "lighting" includes the lighting of the game effect lamp 9 when the brightness data is any one of "2" to "F". The brightness data is hexadecimal data that can be specified from "0" to "F", where "0" means no brightness, "1" means the lowest brightness, and "F" means the highest brightness.
[0364] For example, as shown in FIG. 53(X2), when the brightness data (RGB data) of the left frame lamps 9L1 to 9L12 is "AAA", the left frame lamps 9L1 to 9L12 are "lit". In particular, in this case, since the brightness is high, the left frame lamps 9L1 to 9L12 light brightly.
[0365] As shown in FIG. 53(X3), when the brightness data (RGB data) of the right frame lamps 9R2 to 9R12 is "AAA", the right frame lamps 9R2 to 9R12 are "lit". In particular, in this case, since the brightness is high, the right frame lamps 9R2 to 9R12 light brightly.
[0366] As shown in FIG. 54(X4), when the brightness data (RRRR data) of the accessory lamp 9A is "AAAA", the accessory lamp 9A is "lit". In particular, in this case, since the brightness is high, the accessory lamp 9A lights brightly.
[0367] As shown in FIG. 54(X5), when the brightness data (WWWWW data) of the left panel lamp 9B is "AAAAA", the left panel lamp 9B is "lit". In particular, in this case, since the brightness is high, the left panel lamp 9B lights brightly.
[0368] As shown in Fig. 54 (X6), when the luminance data (RGB data) of the attack lamp 9E is "AAA", the attack lamp 9E "lights up". In particular, in this case, since the luminance is high, the attack lamp 9E lights up brightly. When the luminance data (WWW data) of the V attack lamp 9F is "AAA", the V attack lamp 9F "lights up". In particular, in this case, since the luminance is high, the V attack lamp 9F lights up brightly. When the luminance data (RGB data) of the electric chuler lamp 9H is "AAA", the electric chuler lamp 9H "lights up". In particular, in this case, since the luminance is high, the electric chuler lamp 9H lights up brightly.
[0369] The term "flashing" refers to a mode other than the "extinguishing" and "lighting up" of the game effect lamp 9 described above, and includes a mode in which the luminance during the lighting of each lamp alternates between a first luminance and a second luminance higher than the first luminance. For example, "flashing" includes repeating lighting up and extinguishing or substantially extinguishing, and specifically, "flashing" includes switching between the case where the luminance data is any one of "2" to "F" and the case where the luminance data is "0" or "1" over time. As described above, in the present embodiment, there is a foggy lighting as a lighting mode of the lamp, but the foggy lighting is a state in which the game effect lamp 9 lights up dimly while changing the luminance, whereas flashing is different in that the entire lamp included in the game effect lamp 9 repeats lighting up and extinguishing or substantially extinguishing.
[0370] <Presentation mode of the pachinko gaming machine 1> Next, with reference to Figs. 55 to 164, the presentation mode of the pachinko gaming machine 1 during the game will be described. In the present embodiment, the presentation mode when any one of the main variation numbers 9, 12, 15, 20, 23, 26 is selected will be described.
[0371] Specifically, when the variation pattern of the main variation number 9 is selected, among the multiple routes shown in Fig. 33, the performance transitions in the order of the start part (1), the fanning part (2) of the first half reach A of the SP, and the losing epilogue part (4) of the first half reach A of ...
Claims
【Claim 1】 A gaming machine capable of executing variable display and controlling to an advantageous state in which a round game advantageous to a player is performed a predetermined number of times, comprising a movable body, and movable body control means, having a normal state and a special state more advantageous than the normal state, able to display a predetermined display regarding the advantageous state in a predetermined display area, able to display a special display whose mode can change during the special state in a special display area, the predetermined display regarding the advantageous state in the predetermined display area does not change in mode during the special state, when power is turned on, the movable body control means can perform confirmation operation control to operate the movable body by an operation for confirming that the movable body operates normally, the confirmation operation control is control to operate the movable body so that the movable body does not overlap the predetermined display area with respect to the special display area, after the final round game ends, an ending effect can be executed, the movable body control means, when notifying that it is controlled to the advantageous state, can perform effect operation control to operate the movable body by an operation for notifying that it is controlled to the advantageous state, when power failure does not occur during the execution of the ending effect, does not perform effect operation control to operate the movable body during the execution of the ending effect, when power failure occurs during the execution of the ending effect and then power is turned on, it is possible to control the movable body so that the confirmation operation control ends before the execution period of the ending effect ends, the normal state is a state designed to launch a game medium to the first game area side, the special state is a state designed to launch a game medium to the second game area side, in the normal state, it is possible to display a first game area side launch promotion display for prompting to launch a game medium to the first game area side, it is possible to display the first game area side launch promotion display for a period longer than the period during which the movable body operates by the confirmation operation control, it is possible to display a demonstration display in a first case with an initialization process when power is turned on and a second case without an initialization process when power is turned on, the movable body control means can control the movable body so that the confirmation operation control ends before the demonstration display starts in either the first case or the second case. A gaming machine characterized by...
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