Gaming machine
The gaming machine improves marketability and player engagement through movable body control mechanisms and customizable operations, ensuring continued player interaction and satisfaction.
Patent Information
- Application Number
- JP2021120495
- 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, particularly in controlling advantageous states for players.
A gaming machine with movable body control mechanisms that allow for variable displays, special states, and customizable operations to enhance player advantage, including confirmation operations, ending effects, and power failure handling to maintain engagement.
Enhances marketability and player engagement by providing controlled advantageous states and responsive operations, ensuring continued player interaction and satisfaction.
Smart Images

Figure 0007706291000001 
Figure 0007706291000002 
Figure 0007706291000003
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 provided with 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 symbols 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, see Patent Document 1 Reference).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Patent Document for In a gaming machine having functions and configurations, there is 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) A gaming machine that executes variable display and a player, perform a round game advantageous to the player a predetermined number of times is controllable to an advantageous state, comprises a movable body and movable body control means, has 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 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 its mode 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, can perform effect operation control to operate the movable body by an operation for notifying that it is controlled to the advantageous state, when a power failure does not occur during the execution of the ending effect, do not perform effect operation control to operate the movable body during the execution of the ending effect, when a power failure occurs during the execution of the ending effect and then the 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, It is possible to display a startup preparation display when the power is turned on, The movable body control means, It is possible to start the confirmation operation control after the display of the startup preparation display is started, It is possible to perform the confirmation operation control with a first operation control pattern for operating the movable body for a first period and a second operation control pattern for operating the movable body for a second period shorter than the first period, When a power failure occurs immediately before the end of a variable display before a variable display based on a specific variable display pattern capable of performing an operation effect by a player's effect operation is started, and then the power is turned on, it is possible to perform the confirmation operation control with the second operation control pattern. It is characterized by this. According to this feature, the marketability can be enhanced. Note that 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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Embodiments for Carrying Out the Invention
[0008] <Configuration of Pachinko Machine, etc.> Figure 1 is a front view of a 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 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.
[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). Examples of the variations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, and enlargement / reduction of one or more symbols. In the variation of the special symbols or 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, enlarged, or 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 a variable display or a variation.
[0010] Note that as the 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 the "First Special Symbol" or the "First Special Figure", and the other special symbol is also referred to as the "Second Special Symbol" or the "Second Special Figure". Also, the special figure game using the First Special Figure is called the "First Special Figure Game", and the special figure game using the Second Special Figure is also called the "Second Special Figure Game".
[0011] An image display device 5 is provided near the center of the game area on the game board 2. 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 decorative symbol (a symbol indicating a number, etc.), 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 synchronously 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 starting winning port 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 starting winning port, 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 starting winning port (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, so that the second starting winning port is in a closed state where game balls cannot enter (it is also said that the second starting winning port 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, so that the second starting winning port is in an open state where game balls can enter (it is also said that the second starting winning port is in the open state). When a game ball enters the second starting winning port, 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 the one equipped with an electric tulip-type accessory.
[0019] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions in the lower left of the game area and one position above the variable winning ball device 6B), a general winning port 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 ports 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 port is provided. The special variable winning ball device 7A includes a big winning port door that is driven to open and close by a solenoid 82 (see FIG. 6), and forms a big winning port (hereinafter referred to as the normal big winning port) as a specific area that changes between an open state and a closed state by the big winning port door.
[0021] For example, the special variable winning ball device 7A includes a large 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 large 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 large winning opening is opened. Specifically, when the solenoid 82 is in the off state, the large winning opening door slides to the front side of the pachinko machine 1 to close the normal large winning opening, preventing the game balls from entering (passing through) the normal large winning opening. On the other hand, when the solenoid 82 is in the on state, the large winning opening door slides to the back side of the pachinko machine 1 to open the normal large winning opening, making it easier for the game balls to enter the normal large winning opening.
[0022] The game balls that enter the normal large winning opening are detected by the count switch 23 by passing through the area provided inside the normal large 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 balls for each detection) are paid out to the player as winning balls. When game balls enter the normal large winning opening, more winning balls are paid out than when game balls enter the first start winning opening, the second start 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 number (for example, 10 balls), one round ends and the normal large winning opening is controlled to be in 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 large winning opening door that is driven to open and close by a solenoid 83 (see FIG. 6), and forms a large winning opening (hereinafter referred to as the V large winning opening) that changes between the open state and the closed state by the large winning opening door.
[0024] For example, the special variable winning ball device 7B includes a large winning opening door in the space between the game board 2 and the glass door frame 3a. By horizontally sliding and opening / closing this large winning opening door between the back side and the front side of the pachinko machine 1, the path for the game balls to enter the V large winning opening is opened. Specifically, when the solenoid 83 is in the off state, the large winning opening door slides to the front side of the pachinko machine 1 to close the V large winning opening, preventing the game balls from entering (passing through) the V large winning opening. On the other hand, when the solenoid 83 is in the on state, the large winning opening door slides to the back side of the pachinko machine 1 to open the V large winning opening, making it easier for the game balls to enter the V large winning opening.
[0025] The game balls that enter the V large 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 large 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 large winning opening during a round of the jackpot game state, and the game state is controlled to the probability-variable state. Note that the normal winning opening and the V large winning opening are collectively also referred to as the large winning opening. Also, the large winning opening is also referred to as the 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 the starting win.
[0027] In the pachinko 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 the 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 game balls passing through the passing gate 41, the normal symbol game is executed.
[0029] In addition to the above configuration, a windmill for changing the flow direction and speed of the game balls and a number of obstacle pins 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 the 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 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). Also, the characters attached to the movable body 32 may indicate the name of a character appearing in the content used in the pachinko game machine 1 (for example, "Yume Yume" indicating the main character, Yume 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 and a position covering (overlapping) the front surface of the image display device 5 as shown in FIG. 1. 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 the 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 game machine frame 3 below the game area, there is provided a hitting ball supply tray (upper tray) that holds (stores) the game balls paid out as prize balls or the game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting ball launching device. Note that, separately from the upper tray, the game 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 game machine frame 3 below the game area, a stick controller 31A as an operation lever that can be gripped by a player and tilted (operated in the front-back, left-right directions, and 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 game machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by pressing 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 game 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 also 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 hold memory number, the second hold memory number, etc. by lighting / blinking / extinguishing of LEDs. In 9, the type of the special symbol (first special figure) in the first special figure game and the type of the special symbol (second special figure) in the second special figure game are represented by combinations of lighting modes such as lighting / blinking / extinguishing by 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 by 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 by 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 in 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 hold memory number, the right hit display, etc. by lighting / blinking / extinguishing of LEDs. In the fourth symbol unit 9050, the type of the special symbol (first special figure) in the first special figure game and the type of the special symbol (second special figure) in the second special figure game are represented by combinations of lighting modes such as lighting / blinking / extinguishing by 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 by 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 by 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 big winning opening is open and a V win can occur or that a V win 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 marked with the characters "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 marked with the characters "POWERFULII", "POWERFULII" lights up (emits light).
[0042] The left-side panel lamp 9B is composed of a plurality of lamps such as left-side panel 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 panel lamps 9B1 to 9B5 are respectively arranged on the back side of the part of the game board 2 where the protagonist is depicted. Thereby, when the left-side panel 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. Thereby, 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. Thereby, 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. Thereby, 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 lights up (emits light) to make the vicinity of the special variable winning ball device 7B light up (emits light).
[0045] The stick controller lamp 9J is provided on the stick controller 31A and lights up (emits light) to make the stick controller 31A light up (emits light). The push button lamp 9K is provided on the push button 31B and lights up (emits light) to make the push button 31B light 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. Also, 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 collectively referred to as the game 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 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 changeover switch 52. The setting key 51 functions as a key switch for switching to the setting change state or the setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position of the power supply board 17 (see FIG. 6).
[0048] In the center of the back surface of the main board 11, a display monitor 29 is arranged, and a display changeover 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 changeover 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, when visually recognizing the main board 11.
[0049] The display monitor 29 can display winning information such as consecutive ratios, combination ratios, and bases. The consecutive ratio is the ratio of the number of winning balls due to winning in the big winning opening (Attacker) among the total number of winning balls. The combination ratio is the ratio of the number of winning balls due to winning in the second start winning opening (Electric Chute) and the number of winning balls due to winning in 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 portion 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 only needs to be made of a synthetic resin having transparency.
[0052] FIG. 3 is a diagram for explaining the frame lamps. The left frame lamp 9L has twelve lamp groups 9L1 to 9L12 in a counterclockwise direction from above to below the gaming machine frame 3. 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) individually. On the other hand, the right frame lamp 9R has eleven lamp groups 9R2 to 9L12 in a clockwise direction from above to below the gaming machine frame 3. 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) individually.
[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 unit 9021 showing the variable display of the first special figure, a special figure 2 variable display unit 9022 showing the variable display of the second special figure, a special figure 1 memory display unit 9023 showing the first reserved memory number corresponding to the first special figure game, a special figure 2 memory display unit 9024 showing the second reserved memory number corresponding to the second special figure game, a general figure memory display unit 9025 showing the general figure reserved memory number, a general figure display unit 9026 showing the variable display of the general symbol, a right hit display unit 9030 prompting the player to hit right, a probability variable display unit 9028 indicating the presence or absence of the probability variable state, a time shortening display unit 9029 indicating the presence or absence of the time shortening state, and a round display unit 9027 showing the number of jackpot rounds. Each display unit 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 reserved number, etc. by lighting or flashing by lighting means such as LEDs.
[0054] For example, the special figure 1 variable display unit 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 unit 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 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 goes out. 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, and 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. When the pachinko gaming machine 1 has a jackpot that is not controlled to the high base 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, a right-handed shot means operating the hitting operation handle 30 (the way of hitting) so as to shoot 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 where the game medium can flow down. The first downward flow path is, for example, a path passing through the left area of the game area, and there is a first starting winning opening formed in the winning ball device 6A at its end, 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 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 at its end. When the player shoots 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 shoots 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 change state) after the jackpot game, when the player makes a right-handed shot, 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-handed shot display unit 9030 prompts the player to make a right-handed shot. By making a right-handed shot while the display prompting the player to make a right-handed shot is being made, the player can make the game ball 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 make the game ball enter the normal big winning opening and have a predetermined number (for example, 10) of prize balls paid out. Furthermore, although it will be described in detail later, during the round of the probability change jackpot, the V big winning opening is opened. By making a right-handed shot while the display prompting the player to make a right-handed shot is being made, the player can also make the game ball enter the V big winning opening and obtain the right to be controlled to the probability change state. Therefore, by making a right-handed shot while the display prompting the player to make a right-handed shot is being made, the player can be comprehensively advantaged. Note that, different from the right-handed shot, operating the hitting operation handle 30 (the way of hitting) so as to shoot a game ball toward the first downward flow path is also referred to as a left-handed shot.
[0058] As shown in FIG. 4(b), the fourth symbol unit 9050 includes a special figure 1 memory display unit 51 that indicates the first number of stored figures corresponding to the first special figure game, a special figure 2 memory display unit 52 that indicates the second number of stored figures corresponding to the second special figure game, a special figure 1 variable display unit 53 that indicates the situation or display result of the variable display of the first special figure, a special figure 2 variable display unit 54 that indicates the situation or display result of the variable display of the second special figure, and a right hit display unit 55 that prompts the player to hit right. Each display unit can notify the player of the presence or absence of the variable display of the special figure, the number of stored figures, and the right hit instruction, etc., by lighting / flashing / extinguishing of lighting means such as LEDs.
[0059] For example, the special figure 1 variable display unit 53 notifies the player, by lighting / flashing / extinguishing of lighting means such as LEDs, whether the variable display of the first special symbol in the first special figure game is being performed, and the stop symbol of the first special symbol determined by the result of the variable display. The special figure 2 variable display unit 54 notifies the player, by lighting / flashing / extinguishing of lighting means such as LEDs, whether the variable display of the second special symbol in the second special figure 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 variation of the stop symbol of the first special symbol by lighting means such as LEDs in the special figure 1 variable display unit 9021 or the special figure 1 variable display unit 53 is also referred to as the variation display (variable display) of the first special symbol. Also, the representation of the variation of the stop symbol of the second special symbol by lighting means such as LEDs in the special figure 2 variable display unit 9022 or the special figure 2 variable display unit 54 is also referred to as the variation display (variable display) of the second special symbol.
[0061] Furthermore, in the present embodiment, when prompting the player to make a right strike, the lighting means such as an LED in the right strike display unit 55 of the fourth symbol unit 9050 lights up (emits light). When not prompting the player to make a right strike, that is, when prompting the player to make a left strike, the lighting means such as an LED in the right strike display unit 55 turns off. Based on receiving a right strike display lighting designation command from the CPU 103 after the symbol is determined, the effect control CPU 120 lights up the right strike display unit 55. After the symbol is determined by the final variation in the high base state before returning to the normal state, based on receiving a right strike display extinguishing designation command from the CPU 103, the effect control CPU 120 turns off the right strike display unit 55. 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 strike display unit 55 only during the jackpot round. In this case, based on receiving a jackpot end designation command from the CPU 103, the effect control CPU 120 turns off the right strike display unit 55.
[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 differ in whether or not to switch the lighting mode such as lighting, blinking, or extinguishing. 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. The pre-variation pattern command and the post-variation pattern command are output from the CPU 103 to the effect control CPU 120 as a set. Hereinafter, the pre-variation pattern command and the post-variation pattern command are 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 state of the LEDs (variable display 53 in the first special drawing and variable display 54 in the second special drawing) in the fourth symbol unit 9050. For example, when the effect control CPU 120 receives a variation pattern command corresponding to the first special drawing game from the CPU 103, based on the received variation pattern command, it switches the lighting state of the variable display 53 in the first special drawing from turning off indicating the stop of the first special symbol to blinking 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 drawing game from the CPU 103, based on the received variation pattern command, it switches the lighting state of the variable display 54 in the second special drawing from turning off indicating the stop of the second special symbol to blinking 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 state before receiving the variation pattern command without changing the lighting state 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 state of the LEDs (variable display 53 in the first special drawing and variable display 54 in the second special drawing) 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 drawing game from the CPU 103, based on the received symbol determination command, it switches the lighting state of the variable display 53 in the first special drawing from blinking 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 drawing game from the CPU 103, based on the received symbol determination command, it switches the lighting state of the variable display 54 in the second special drawing from blinking 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 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 game 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. On the other hand, in the pachinko game 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 game machine 1 may change the state of the game effect lamp 9 in response to receiving the variable pattern command. For example, when the game state changes from the normal state to the short-time state after a big win, the pachinko game machine 1 may change the state of the game effect lamp 9 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 at 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 and the second special figure game, variable display of decorative symbols (symbols indicating numbers, etc.) as a plurality of types of decorative identification information different from the special symbols is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in the respective decorative symbol display areas 5L, 5C, 5R of "left", "center", and "right". Note that 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 the 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 numbers indicating the hold numbers indicate the first hold memory number on the left side and the second hold memory number on the right side. 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 symbols.
[0072] As shown in FIG. 5(a), the shape of the screen of the image display device 5 is square or substantially square, 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 circuit boards and the like mounted on the pachinko machine 1. As shown in FIG. 6, the pachinko machine 1 is equipped with a main board 11, a performance control board 12, an audio control board 13, a relay board 15, and the like. In addition, various circuit boards such as a payout control board, an information terminal board, and a launch control board are arranged on the back of the pachinko 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 machine 1, the power supply board 17 can supply power from an AC power source such as AC100V in an external power source such as a commercial power supply to electrical components including various control boards such as the main board 11 and the performance 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 the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko 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] The CPU 103 performs a process of controlling the progress of the game (a process for realizing the functions of the main board 11) by executing the programs stored in the ROM 101. At this time, various data stored in the ROM 101 (data 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. Part or all of the RAM 102 serves as 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 programs 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 number 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 (detection signals indicating that a game ball has passed or entered and the switch has turned on etc.) 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 signals, it is detected that a 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, an IC incorporating 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 a period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on, for example, in response to a pressing operation on a clear switch 92 provided on the power supply board 17.
[0082] The output circuit 111 transmits the 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 switching switch 31, a setting key 51, a setting switching 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 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 situation of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of 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, which receives performance control commands and has a 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 processes for executing performances together with the display control unit 123 (processes 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 (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.
[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 perform sound output 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 as 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 proceeds as follows. By a rotational operation of the player on the hitting operation handle 30 provided in the pachinko game machine 1, a game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. In addition, when the game ball passes through the passage gate 41 during the period of the previous normal symbol game execution (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be immediately executed), the normal symbol game based on the passage 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, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) is stopped and displayed as the determined normal symbol, the display result of the normal symbol becomes "normal symbol lose". When "normal symbol win" occurs, opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0099] When a 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 is started.
[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 unit 9022 of the special figure LED board 9020 is started.
[0101] During the period when the special figure game is being executed and during the period controlled to be in the big win game state described later, when a game ball enters (wins) the start winning opening (when a start win occurs but the special figure game based on the start win cannot be executed immediately), 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 a plurality of LEDs provided in the special figure 1 variable display unit 9021 or the special figure 2 variable display unit 9022 of the special figure LED board 9020 becomes the combination of lighting modes corresponding to a specific special symbol (big win symbol, the actual symbol varies according to the big win type described later), it becomes a "big win". In addition, the lighting mode corresponding to a specific special symbol (big win symbol) in the combination of the lighting modes of a plurality of LEDs provided in the special figure 1 variable display unit 9021 or the special figure 2 variable display unit 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 a plurality of LEDs provided in the special figure 1 variable display unit 9021 or the special figure 2 variable display unit 9022 of the special figure LED board 9020 becomes the combination of lighting modes corresponding to a special symbol (losing symbol) different from the big win symbol, it becomes a "loss". In addition, the lighting mode corresponding to a special symbol (losing symbol) different from the big win symbol in the combination of the lighting modes of a plurality of LEDs provided in the special figure 1 variable display unit 9021 or the special figure 2 variable display unit 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 smaller 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 types, "small wins" may also be provided with small win types.
[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 earlier timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) and the timing until the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). 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. One cycle in which the big winning opening becomes an open state in this way 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, the more advantageous it is for the player.
[0106] Note that "big wins" are provided with big win types. For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and game states after the big win game state (normal state, time-shortened state, probability-variable state, etc.) are prepared, and the big win types are set according to these. As big win types, there may be provided big win types in which many prize balls can be obtained, big win types with few prize balls, or big win types in which almost no prize balls can be obtained.
[0107] After the jackpot game state ends, depending on the type of jackpot, it may be controlled to a time-shortened state or a probability-variable state.
[0108] In the time-shortened 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-shortened 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-shortened 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-variable state (probability variation state), in addition to the time-shortening control, probability-variable control is executed to increase the probability that the display result becomes a "jackpot" compared to the normal state. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easy to get a "jackpot" in addition, it is an even more advantageous state for the player.
[0110] The time-shortened state and the probability-variable state continue until any one of the end conditions, such as a predetermined number of special symbol games being executed or the next jackpot game state starting, is satisfied first. What has a predetermined number of special symbol games being executed as the end condition is also called a cut-off by number (time-shortening by number cut-off, probability-variable by number cut-off, etc.).
[0111] The normal state refers to a game state other than advantageous states such as the jackpot game state advantageous to the player and special states such as the time-shortened state and the probability-variable state, and the pachinko gaming machine 1, such as the probability that the display result in the normal symbol game becomes a "normal symbol win" and the probability that the display result in the special symbol game becomes a "jackpot", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, a system reset is performed and no predetermined return process is executed after power-on).
[0112] The state in which the probability change control is being executed is also referred to as the high probability state, and the state in which the probability change control is not being executed is also referred to as the low probability state. The state in which the time shortening control is being executed is also referred to as the high base state, and the state in which the time shortening control is not being executed is also referred to as the low base state. By combining these, the time shortening state is also referred to as the low probability high base state, the probability change 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 change 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 means 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, etc.
[0117] Also, in response to the reach mode being achieved during the variable display of the decorative symbol, a reach effect is executed. 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 display result of the variable display of the decorative symbol) becomes a "jackpot" varies according to the effect mode. Examples of reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach. Further, the super reach includes a first half of the super reach that ends in the first half of the super reach, a second half of the super reach that develops from the first half of the super reach, and a 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. Also, 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" will also be referred to as "SP reach", "first half of the super reach" as "SP first half (SP first half reach)", "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 one 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 gaming 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 gaming 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 gaming state may be executed.
[0120] When the combination of lighting patterns corresponding to the display result of the special figure game is the one 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] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Further, as other effects, for example, a preview effect for notifying the jackpot reliability is executed during the variable display of the decoration 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 for changing the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.
[0122] Further, in the image display device 5, a pseudo continuous effect may be executed that makes a single variable display appear to be a plurality of variable displays by temporarily stopping the decoration pattern once during the variable display of the decoration pattern and then resuming the variable display.
[0123] Even during the jackpot gaming state, a jackpot in effect for notifying the jackpot gaming state is executed. As the jackpot in effect, an effect for notifying the number of rounds or an upgrading effect for indicating that the value of the jackpot gaming state is improved may be executed.
[0124] Further, 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 related to the jackpot> With reference to FIGS. 7 and 8, various tables related to the jackpot will be described.
[0126] [Type of win] FIG. 7 is a diagram for explaining the type of win. As shown in FIG. 7, in the win type table, for each type (kind) of win 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 probability big wins 1 to 9 are provided. In the following, the markings of 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 the 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 the 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 probability 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 the 3-round big win gaming state. In certain probability 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 probability big win 6 is a big win that is controlled to a high probability state and a high base state after the end of the 5-round big win gaming state. In certain probability 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 probability big win 7 is a big win that is controlled to a high probability state and a high base state after the end of the 7-round big win gaming state. In certain probability 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 probability-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 the big win gaming state of 10 rounds. In the probability-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 incrementally updated from 1 again. Random 2 is a random counter (for determining the big win type) that determines the big win type (category).
[0135] Random 3 and Random 4 are random counters (for determining the post-variation pattern) that determine the variation pattern (hereinafter referred to as the post-variation pattern) (variation time) corresponding to the post-variation among the variation patterns. The 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 incrementally updated from 1 again. 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 incrementally updated from 1 again.
[0136] Random 5 is a random counter (for determining the pre-variation pattern) that determines the variation pattern (hereinafter referred to as the 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 is, for example, incrementally updated by 1 from 1 until it reaches the upper limit of 251 and then incrementally updated again from 1. Random 6 is a random counter (for determining a win based on the normal symbol) that determines whether to generate a win based on the normal symbol. Random 6 is, for example, incrementally updated by 1 from 1 until it reaches the upper limit of 201 and then incrementally updated again from 1.
[0137] In this embodiment, whether to be controlled to the 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 a win or a 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] FIG. 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, jackpot determination values are set for the number of determination values described in the upper column of FIG. 9(a), and in the probability-variable-time jackpot determination table, jackpot determination values are set for the number of determination values described in the lower column of FIG. 9(a). 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 determining the winning type, and the determination values are set for the number of determination values corresponding to each of Normal Wins 1, 2 and Probability Variable Wins 1 to 4. For example, as shown in Fig. 9(b), for the first special figure, for Normal Win 1, 25 out of 100 Random 2 values are assigned, for Normal Win 2, 25 out of 100 Random 2 values are assigned, for Probability Variable Win 1, 5 out of 100 Random 2 values are assigned, for Probability Variable Win 2, 37 out of 100 Random 2 values are assigned, for Probability Variable Win 3, 4 out of 100 Random 2 values are assigned, and for Probability Variable Win 4, 4 out of 100 Random 2 values are assigned.
[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 the 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, for Probability Variable Win 5, 10 out of 100 Random 2 values are assigned, for Probability Variable Win 6, 5 out of 100 Random 2 values are assigned, for Probability Variable Win 7, 5 out of 100 Random 2 values are assigned, for Probability Variable Win 8, 70 out of 100 Random 2 values are assigned, and for Probability Variable Win 9, 10 out of 100 Random 2 values are assigned.
[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 also 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 a production 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 production control commands to the production control CPU 120 according to the game control state. The production 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 just an example, and other command formats may be used. In the following, "(H)" indicates hexadecimal, but it 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 multiple types of pre-variation patterns, there is a pre-variation pattern command corresponding to each pre-variation pattern specified by that number.
[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 multiple types of post-variation patterns, there is a post-variation pattern command corresponding to each post-variation pattern specified by that number.
[0150] The pre-variation pattern command and the post-variation pattern command are transmitted from the CPU 103 to the effect control CPU 120 in a set of two commands. The effect control CPU 120 cannot specify the variation pattern by receiving only one of the pre-variation pattern command and the post-variation pattern command, and can specify 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 effect 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 - 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 specific figure. Command 8D02(H) is the second symbol variation designation command indicating the start of the variable display in the second specific 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 specific figure and the second specific figure.
[0154] Command 9000(H) is the initialization designation command for designating initialization (designating to display the initial screen at power-on) transmitted when the power supply related to the gaming machine is started. Command 9200(H) is the power failure recovery designation command for designating the recovery of power failure (designating to display the power failure recovery screen) transmitted when the power supply related to the gaming machine is resumed. 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 probability variation state designation command for designating the background in the probability variation state. Each of the normal state designation command, the time shortening state designation command, and the probability variation 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 demonstration designation command that specifies a transition to a customer waiting demonstration display. When the production control CPU 120 receives the customer waiting demonstration designation command and determines that there is no current hold, the production control CPU 120 streams a demonstration video to the image display device 5 30 seconds after receiving the customer waiting demonstration designation command. In addition, the production control CPU 120 lights up the game effect lamp 9 in a demonstration lamp mode 30 seconds after receiving the customer waiting demonstration designation command. The lighting mode of the game effect lamp 9 for 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. This allows the charm of the pachinko machine 1 to be shown to the player. 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 decorative symbol display area 5L, 5C, 5R. Also, in the customer waiting demonstration display, the title of the game 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 designation command that designates the start of normal jackpot 1. Command A002(H) is a jackpot start 2 designation command that designates the start of normal jackpot 2. Command A003(H) is a certain-variable jackpot start 3 designation command that designates the start of certain-variable jackpot 1. Command A004(H) is a certain-variable jackpot start 4 designation command that designates the start of certain-variable jackpot 2. Command A005(H) is a certain-variable jackpot start 5 designation command that designates the start of certain-variable jackpot 3. Command A006(H) is a certain-variable jackpot start 6 designation command that designates the start of certain-variable jackpot 4. Command A007(H) is a certain-variable jackpot start 7 designation command that designates the start of certain-variable jackpot 5. Command A008(H) is a certain-variable jackpot start 8 designation command that designates the start of certain-variable jackpot 6. Command A009(H) is a certain-variable jackpot start 9 designation command that designates the start of certain-variable jackpot 7. Command A010(H) is a certain-variable jackpot start 10 designation command that designates the start of certain-variable jackpot 8. Command A011(H) is a certain-variable jackpot start 11 designation command that designates the start of certain-variable jackpot 9. Each of the jackpot start 1 - 11 designation commands, or these collectively, are also referred to as A0 series commands.
[0157] A1XX(H) is a big winning opening in-play designation command that indicates the opening of the big winning opening in the round indicated by XX. The big winning opening in-play designation command is also referred to as an A1 series command. A2XX(H) is a post-big winning opening designation command that indicates the closing of the big winning opening in the round indicated by XX. The post-big winning opening designation command is also referred to as an A2 series command.
[0158] Command A301(H) is a jackpot end 1 specification command that specifies the end of normal jackpot 1. Command A302(H) is a jackpot end 2 specification command that specifies the end of normal jackpot 2. Command A303(H) is a jackpot end 3 specification command that specifies the end of certain-variable jackpot 1. Command A304(H) is a jackpot end 4 specification command that specifies the end of certain-variable jackpot 2. Command A305(H) is a jackpot end 5 specification command that specifies the end of certain-variable jackpot 3. Command A306(H) is a jackpot end 6 specification command that specifies the end of certain-variable jackpot 4. Command A307(H) is a jackpot end 7 specification command that specifies the end of certain-variable jackpot 5. Command A308(H) is a jackpot end 8 specification command that specifies the end of certain-variable jackpot 6. Command A309(H) is a jackpot end 9 specification command that specifies the end of certain-variable jackpot 7. Command A310(H) is a jackpot end 10 specification command that specifies the end of certain-variable jackpot 8. Command A311(H) is a jackpot end 11 specification command that specifies the end of certain-variable jackpot 9. Each of the jackpot end 1 to 11 specification commands, or these collectively, are also referred to as A3 series commands.
[0159] Command AD00(H) is a certain-variable determination device passage specification command that specifies that a V win has occurred. The certain-variable determination device passage specification 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 specification command that specifies that there has been a first start win. Command B200(H) is a second start win specification command that specifies that there has been a second start win.
[0161] Command C1XX(H) is a first reserved memory number specifying command that specifies that the first reserved memory number has become the number indicated by XX. The first reserved memory number specifying command is also referred to as a C1 series command. Command C2XX(H) is a second reserved memory specifying command that specifies that the second reserved memory number has become the number indicated by XX. The second reserved memory number specifying 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 winning at the first starting winning opening or the second starting winning opening. Among these, command C4XX(H) is a symbol specifying 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 opening winning specifying command that indicates the passage of game balls to the big winning opening in the XX-th turn (round).
[0164] A command in which MODE is FD(H) and the 4th bit of EXT is 0 is a right hitting display turning-off specifying 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 lighting specifying command that indicates the lighting of the right hitting display. In the present embodiment, the right hitting display lighting specifying command is particularly also referred to as an FD series command.
[0165] The game control microcomputer 100 determines, at the time of a start winning, 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. Then, it sets a value indicating that it is 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. Also, the game control microcomputer 100 sets a value specifying the range of determination values 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 content included in each combination is different 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 normal variation (for example, variation of a decorative pattern over 13 seconds). The pre-variation number 2 is a pre-variation pattern command (8001(H)) that designates shortened variation (for example, variation of a decorative pattern over 7 seconds). The pre-variation number 3 is a pre-variation pattern command (8002(H)) that designates ultra-shortened variation (for example, variation of a decorative pattern over 3 seconds).
[0169] The pre-variation number 4 is a pre-variation pattern command (8003(H)) that designates normal reach (normal or first half of SP) (reach that ends with normal reach or first half of SP reach after reaching the reach state). The pre-variation number 5 is a pre-variation pattern command (8004(H)) that designates normal reach (development of second half of SP) (reach that develops into second half of SP reach after reaching the reach state). The pre-variation number 6 is a pre-variation pattern command (8005(H)) that designates normal reach (development of final reach) (reach that develops into final reach after reaching the reach state).
[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. A pseudo-variation is a variable display (fluctuating display) in which, after the variable display (fluctuating display) of the decorative symbol 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 one 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 the 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 the 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] Figure 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 specifies a 13-second variation. The post-variation number 2 is a post-variation pattern command (8401(H)) that specifies a 7-second variation. The post-variation number 3 is a post-variation pattern command (8402(H)) that specifies a 3-second variation. The post-variation number 4 is a post-variation pattern command (8403(H)) that specifies executing pseudo consecutive spins. Pseudo consecutive spins refer to an effect that appears to execute pseudo consecutive spins but ultimately does not execute pseudo consecutive spins.
[0174] The post-variation number 5 is a post-variation pattern command (8404(H)) that specifies a normal reach (miss) (a variation of the decorative pattern that becomes a reach mode but becomes a miss mode without developing into an SP reach). The post-variation number 6 is a post-variation pattern command (8405(H)) that specifies 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 specifies an SP second half (miss) (a variation of the decorative pattern that develops in 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 specifies 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 winning state 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 winning state 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 winning state 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 winning state in the final reach).
[0176] [Judgment of Post-Variation Pattern] The post-variation pattern is determined using different random counters according to whether the result of the big win determination is a big win or a loss. FIG. 13 is a diagram for explaining the post-variation pattern determination table in the case of a loss. As shown in FIG. 13, when it is determined as a loss in the big win determination, the post-variation pattern is determined using the random 3 described in FIG. 8. Further, when it is determined as a loss in the big win determination, the post-variation pattern is determined using different numbers of judgment values 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 numbers of judgment values 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 to be 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 to be 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 to be 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 to 8, any one of the post-variation patterns from post-variation numbers 9 to 12 is determined, and different numbers of judgment values are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 10 to 12) of being determined as any one of post-variation numbers 10 to 12 that develop into SP reach or 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 to 12 is determined, and different numbers of judgment values are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 10 to 12) of being determined as any one of post-variation numbers 10 to 12 that develop into SP reach or 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 to 12 is determined, and different numbers of judgment values are provided for each of the post-variation patterns. Note that the probability (selection rate of post-variation numbers 10 to 12) of being determined as any one of post-variation numbers 10 to 12 that develop into SP reach or final reach is approximately 1 / 1.1.
[0186] In this way, since the post-variation pattern is determined using different numbers of judgment 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 to 8 that develop into SP reach or final reach is approximately 1 / 102 when losing, while it is approximately 1 / 1.1 which is higher than that when losing when winning the jackpot. Therefore, when it develops into SP reach or final reach, the player can be made to expect the occurrence of the jackpot.
[0188] [Judgment 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 random 5 determination values 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 effect patterns on the sub side. As shown in FIG. 17, the effect control CPU 120 on the sub side determines an effect pattern by lottery based on the variation pattern command received from the CPU 103 on the main side.
[0194] For example, when the effect 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 losing pattern effect of SP first half reach A or the losing pattern effect of SP first half reach B among a plurality of types of reach effects. When the effect 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 winning pattern effect of SP first half reach A or the winning pattern effect of SP first half reach B among a plurality of types of reach effects.
[0195] When the effect 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 losing pattern effect of SP second half reach A or the losing pattern effect of SP second half reach B among a plurality of types of reach effects. When the effect 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 winning pattern effect of SP second half reach A or the winning pattern effect of SP second half reach B among a plurality of types of reach effects.
[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 inhibition (step S1). Subsequently, the CPU 103 performs necessary initial settings (step S2). The initial settings include the setting of the stack pointer, the register setting of built-in devices (such as CTC (counter / timer circuit), parallel input / output port, etc.), and the setting 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. When such an 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 backup RAM for game control. In step S3, it may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.
[0201] When the recovery condition is satisfied (Y in step S3), after the CPU 103 executes the recovery process (step S4), it executes the setting confirmation process (step S5). Based on the stored content of the RAM 102, the CPU 103 sets the work area through the recovery process in step S4. By setting the work area using the backup data stored in the RAM 102, the gaming state when the power supply stopped is restored. For example, if the special symbol was in the middle of variation, it is sufficient that the variation 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), after the CPU 103 executes the initialization process (step S6), it executes the setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing the flags, counters, and buffers stored in the RAM 102. By executing the clearing process, initial values are set in the work area.
[0203] In the setting confirmation process in step S5, it is determined whether 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 where 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, it is possible to confirm the set values set in the pachinko gaming machine 1 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 launch of the game ball by the operation of the hitting operation handle 30, the detection of the game ball by various switches, etc. are stopped, and the losing symbol etc. may be stopped from being displayed, or control may be performed so that 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 operated in the on state 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 the operation of a game hall attendant 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 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 is turned 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 setting can be controlled 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 setting can be controlled 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 while not being controlled to the setting change state. If the clear switch 92 is off, the recovery process of step S4 is executed while not being controlled 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 a game control timer interrupt process. When the CPU 103 that has executed the game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt process shown in the flowchart of FIG. 19. When starting the game control timer interrupt process shown in FIG. 19, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received 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 (step S21). Subsequently, the CPU 103 performs an abnormality diagnosis of the pachinko game machine 1 by executing a predetermined main-side error process, 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 wins, etc.), and probability variation information (information indicating the number of times the probability variation state has occurred, etc.) that are supplied to, for example, a hall management computer installed outside the pachinko game machine 1 by executing a predetermined information output process (step S23).
[0213] Subsequent to the information output process, the CPU 103 executes a game random number update process 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 a special symbol process (step S25). By the CPU 103 executing the special symbol process 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 interrupt, it becomes possible to manage the execution and suspension of the normal 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 winning ball device 6B based on "normal symbol win", etc. The execution of the normal 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 interrupt process, processing when a power failure occurs, processing for paying out winning balls, etc. 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, processing for transmitting the transmitted and set effect control command to a sub-control board such as the effect control board 12 is performed. After executing the command control processing, after permitting interrupts, the game control timer interrupt process is terminated.
[0216] (Special symbol process) Figure 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 start winning determination processing (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 a display result (including the jackpot type) and a 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 and the command control process in step S27 shown in FIG. 19 is executed.
[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, whether to set the display result of the special symbol and the decoration symbol as a "big win" or not, and the big win type in the case of a "big win", are determined (predetermined) before the display result is derived and displayed. Further, 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 digestion). Also, the winning order of the game balls entering 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 determination values to be compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations in the main board 11 and various determinations in the effect control board 12. In 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, for example, the execution time of the special symbol game (special symbol 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), and 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 symbol process flag is "2". This special symbol variation process includes processes for making settings to vary the special symbol in the special symbol 1 variable display unit 9021 and the special symbol 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 symbol variation time corresponding to the variation pattern. When the elapsed time since the start of the variation of the special symbol reaches the special symbol variation time, the value of the special symbol 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 symbol process flag is "3". This special symbol stop process includes a process for making settings to stop the variation of the special symbol in the special symbol 1 variable display unit 9021 and the special symbol 2 variable display unit 9022 and to stop displaying (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special symbol process flag is updated to "4". When the display result is "loss", the value of the special symbol process flag is updated to "0". When the display result is "loss" and the game is being controlled in the time-saving state or the probability-variable state and the end of the number of times is established, the game state is also updated. When the value of the special symbol 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 the big winning opening to the open state based on the display result being "jackpot" and the like. 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 times of round execution 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, and the like. 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, 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 times of round execution for setting the big winning opening to the open state has reached the set upper limit number of times, and performing settings for ending the jackpot gaming state when the upper limit number of times is reached. When the number of times of round execution has not reached the upper limit number of times, the value of the special figure process flag is updated to "5", while when the number of times of round execution has reached the upper limit number of times, 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 drawing 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 variable 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 drawing 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 of the jackpot and the payout rate change according to the set value. For example, in the special symbol normal process of the special symbol process processing, by using a display result determination table (winning probability) according to the set value, the winning probability of the jackpot and the payout rate 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 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, while 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 advantages 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 in the pachinko gaming machine 1 may be 5 or less or 7 or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the game characteristics (so-called probability variation loop type) in which the probability variation state loops at a rate of 65% are adopted. When the set value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200. While the game state after the end of the jackpot game is controlled to the probability variation state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game, the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variation special figure (so-called V probability variation type). When the set value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320, and the game characteristics (so-called type 1 and type 2 mixed type) in which 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) may be adopted. When the set value set in the pachinko gaming machine 1 is any one of 1 to 3, the game characteristics are the same. However, a setting may be provided in which 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 small (for example, when the set value set in the pachinko gaming machine 1 is any one of 4 to 6). When changing the game 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). 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 ratios according to the set value based on the assignment of the determination value in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common ratio regardless of the set value. The variation pattern may be determined at different ratios according to the set value based on the assignment of the determination value in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common ratio regardless of the set value. By having different execution ratios 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 ratios of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary set value suggestion effects may be made executable at different ratios.
[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 special symbol games 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 can 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 a 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), the stored value of the start port buffer provided in a 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 a 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 random value random 1 for jackpot determination, random value random 2 for jackpot type determination, and 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 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 random values random 1 to random 4 is stored in a second special figure reservation memory unit (not shown).
[0236] The numerical data indicating random value random 1 for jackpot determination and random value random 2 for jackpot type determination is used to determine whether the variation display result of the special symbol or the decorative symbol is a "jackpot", and further, the jackpot type in the case where the variation display result is 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 decorative 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 decorative symbol.
[0237] Following the process of step S59, transmission settings for a start port winning designation command are made according to the start port buffer value (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 specified by the transmission command pointer in the transmission command buffer, etc., to make settings 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 make settings for transmitting the second start winning designation command to the effect control board 12. The start winning designation command set in this way is transmitted from the main board 11 to the effect control board 12 when, for example, the special symbol process is completed and the command control process of S27 shown in FIG. 19 is executed.
[0238] Following the process of step S60, the CPU 103 saves a random number value in the storage area corresponding to the save memory (step S61). After that, the CPU 103 clears the start port buffer, initializes its stored value to "0" (step S62), and then ends the start winning determination process. As a result, 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 at the same time, 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 a special symbol normal process. As shown in FIG. 22, in the special symbol normal process, the CPU 103 determines whether there is hold storage data in the first hold storage buffer (a storage buffer for storing hold storage information of the first special symbol) or the second hold storage buffer (a storage buffer for storing hold storage information of the second special symbol) (step S1001). If there is no hold storage data in either the first hold storage buffer or the second hold 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 special symbol normal process 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 special symbol normal process 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. Then, when the special symbol normal process after the next timer interrupt is executed after the customer waiting demo designation command is transmitted, control is performed so that the customer waiting demo designation command is not transmitted 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 the special symbol process 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 = 1 indicated by the special symbol pointer 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 content 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 content 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 content 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 stored memory number (or each second stored memory number) is extracted always matches the order of first stored memory number (or second stored memory number) = 1, 2, 3, 4.
[0247] Next, the CPU 103 performs control to transmit a stored memory number designation command for the side indicated by the special symbol pointer to the effect control use CPU 120 based on the value of the stored 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 stored 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 stored 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 stored 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 stored memory buffer and the second stored 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 the 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 numerical 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 numerical 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, it 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, it 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 symbols. If it is determined to be a jackpot (Y in step S1011), it 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 stopped symbol in the special symbols 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, when either the condition that a predetermined number of times (for example, 100 times) of variable display has been performed or the condition that the next jackpot has been determined is satisfied earlier, it is reset at the timing when the variable display of the special symbols ends and the stopped symbol is stopped and displayed.
[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), it 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, one of the first special symbol jackpot type determination table in FIG. 9(b) and 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 storage buffer or the second hold storage buffer, and uses the selected jackpot type determination table to determine the jackpot type and jackpot symbol corresponding to the value that matches the value of the jackpot type determination random number (Random 2) stored in the hold storage 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, the jackpot symbol determined in step S1014 is set as the stop symbol of the special symbol according to the determination result of the jackpot type.
[0255] Then, the CPU 103 transmits a display result designation 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, 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. Also, 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 variable 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 variable process (step S112) (step S1106).
[0260] (Special Symbol Variable 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 process (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 process) 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, and 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. Further, 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 hit flag is set (step S1303). If the big hit flag is not set (N in step S1303), the process proceeds to step S1309.
[0262] If the big hit 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 hit 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 (for example, 5 times or 10 times), the opening time (for example, 29 seconds), and the interval time between rounds (for example, 0.5 seconds) is set in a predetermined storage area (step S1306). For example, in the case of a normal jackpot in the 3R, an opening mode in which the normal big winning opening is opened in all of the 1st to 3rd R is stored in a predetermined storage area provided in the RAM 102. In the case of a certain probability jackpot in the 5R, an opening mode in which the normal big winning opening is opened in the 1st to 3rd R and the 5th R, and the V big winning opening is opened in the 4th R is stored in a predetermined storage area provided in the RAM 102. Also, in the case of a certain probability jackpot in the 10R, an opening mode in which the normal big winning opening is opened in the 1st to 8th R and the 10th R, and the V big winning opening is opened in the 9th R 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 for notifying, 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 becomes 0, the big winning opening is opened and the round is started. 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. In step S1311, if 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] (Pre-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 (subtraction 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 has not become 0 (N in step S1402), the process ends.
[0268] If the value of the big winning opening control timer has become 0 (Y in step S1402), the CPU 103 for effect control sends a big winning opening release in progress designation command to the effect control CPU 120 (step S1403). Then, the solenoid 82 is driven according to the release pattern to open the normal big winning opening (step S1404). As a result, the normal big winning opening is opened in the first reel.
[0269] Next, the CPU 103 sets, based on the release pattern data (for example, the data stored in the RAM 102 in step S1306), the big winning opening release time (for example, 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 (step S1405). Then, the value of the special symbol process flag is updated 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 (subtraction 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 sure change determination flag is set (step S1506). The sure change determination flag is a flag that is set when it is determined that control is to be in the sure change state when a V win occurs. If the sure change determination flag is set (Y in step S1506), the process proceeds to the process of step S1510. On the other hand, if the sure change determination flag is not set (N in step S1506), it is determined whether or not the V win switch 24 is on (step S1507). If the V win 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 win switch is on (Y in step S1507), the sure change determination flag is set (step S1508), a sure change 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-bonus release process (step S116) (step S1513), and ends the process.
[0277] (Post-bonus release process) FIG. 28 is a flowchart showing an example of the post-bonus release process. As shown in FIG. 28, in the post-bonus 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), a jackpot end designation command is sent to the effect control CPU 120 (step S1602), 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) is set in the big winning opening control timer (step S1603), the value of the special symbol process flag is updated to a value corresponding to the jackpot end process (step S117) (step S1604), and the process ends.
[0279] In step S1601, if the value of the replay count counter is not 0 (N in step S1601), a big winning opening release after designation command is sent to the effect control CPU 120 (step S1605), and a value corresponding to the interval time from the end of the round to the start of the next round is set 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 opens (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 big winning opening in progress designation command 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 jackpot opening in progress process (step S115) (step S1611), and the process ends.
[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 shortening state designation command is transmitted 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 variation, time shortening, or normal gaming state based on the probability variation state designation command transmitted from the CPU 103 or the like.
[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) to clear the RAM 122, set various initial values, and set the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, 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, in addition to the timer interrupt that occurs every time a predetermined time elapses, an interrupt for receiving an effect control command from the main board 11 occurs. 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 prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to issue an interrupt prohibition command (DI command). In response to the interrupt generated when the effect control INT signal becomes on, the effect control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, among the input ports included in the I / O 125, an effect control command is fetched from a predetermined input port that receives a 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 an effect control command reception buffer 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 command analysis processing is executed (step S75). In the command analysis processing, 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 effect control command reception buffer, 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 processing, etc., what kind of 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 start 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 of various productions such as reach production and various notice productions, the mode, 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 or 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. That is, various performance controls during the variable display of the decoration symbols are executed. After performing such performance control, for example, when an end code indicating the end of the variable display of the decoration symbol is read from the performance control pattern, or when a command specifying to stop displaying the determined decoration symbol is received from the main board 11, the determined decoration symbol, which is the display result of the decoration symbol, is stopped from being displayed. When the determined decoration symbol 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 for each special symbol in step S173 is a process executed when the value of the performance process flag is "3". In this waiting process for each special symbol, the performance control CPU 120 determines whether a performance control command specifying the start of the big win gaming state has been received from the main board 11. And when a performance control command specifying the start of the big win gaming state is received, if the command specifies the start of the big win gaming state, the value of the performance process flag is updated to "4". Also, when the command specifying the start of the big win gaming state is not received and the waiting time for receiving the command has elapsed, 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 for each special symbol ends.
[0300] The jackpot winning effect process in step S174 is a process executed when the value of the effect process flag is "4". In this jackpot winning effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the jackpot gaming state, and executes various effect controls in the jackpot gaming state based on the set content. Also, in the jackpot winning effect process, for example, in response to receiving a command to end the jackpot gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the ending effect process, and the jackpot winning effect process is ended.
[0301] The ending effect process in step S175 is a process executed when the value of the effect process flag is "5". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the jackpot gaming state, and executes various effect controls of the ending effect at the end of the jackpot gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is ended.
[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 effect control CPU 120 checks whether the result of the variable display has been determined to be a loss (step S7101). When it is determined that the result is a loss, the effect control CPU 120 checks whether a command corresponding to a non-reach variable pattern has been received as a variable pattern command (step S7103).
[0303] When the effect 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-reach loss as the final stop of the effect 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 constituting 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 jackpot result), the effect control CPU 101 determines the stop symbols of the effect symbols constituting the combination of jackpot symbols according to the type of jackpot (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 jackpot (stirs up whether it is a jackpot). Specifically, the effect control CPU 101 determines whether to execute a cut-in effect shown in FIG. 128(r41) described later as an effect that suggests a jackpot (stirs up whether it is a jackpot). 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 if it develops into a final reach, specifies whether it is a jackpot based on the variation pattern, and based on the result of whether it is the specified jackpot, 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, an effect control pattern is determined to be any one of a plurality of types of effect control patterns. In step S7107, according to the variation pattern specified by the variation pattern command and various effect control (effect operation) patterns specified by the effect control pattern of the effect 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 effect control pattern corresponding to the specified various effect 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 effect operations such as the variation display operation of the effect symbol in the display area of the image display device 5 during the period from the start of the variation of the effect symbol to the stop display of the confirmed effect symbol that becomes the final stop symbol, the effect display operation in the reach effect, the effect display operation by the pseudo - consecutive effect, and the effect display operation in the preview effect are stored as a plurality of types of symbol variation control patterns.
[0309] Also, each symbol variation control pattern includes control data for controlling various effect operations according to the variation display of the effect symbol, such as, for example, the effect control process timer setting value, the effect control process timer determination value, the effect display control data, the audio control data, the luminance data, and the end code. Temporally, the contents of various effect controls and the switching timing of the effect controls are set.
[0310] Next, a process table corresponding to the effect control pattern is selected (step S7108). Then, the process timer (effect setting process timer) in the process data of the selected process table is started (step S7109).
[0311] After executing the process of step S7109, control of the effect device (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, a control signal (lamp control data) is output to the LED driver to perform lighting / extinguishing control of light emitters such as various LEDs. Further, a control signal (sound number data) is output to the voice control board 13 to cause voice output from the speakers 8L and 8R.
[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), the value of the effect control process flag is set to a value corresponding to the effect process during variable display (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 flow-down 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 indicating a big win symbol, a big win occurs.
[0314] As described above, the types of jackpot in the first special figure game include normal jackpots 1 and 2, and sure-win jackpots 1 to 4. When a jackpot occurs, a fanfare effect is executed, and a right-handed promotion effect that prompts the player to make a right-handed strike is executed. As the right-handed promotion effect, characters that prompt a right-handed strike (for example, "right-handed strike") and images of figures (for example, an arrow directed in the right direction, which is the direction of the second downward flow path) are displayed on the screen of the image display device 5, and also in the right-handed display section 9030 of the special figure LED board 9020 and the right-handed display section 55 of the fourth symbol unit 9050, a right-handed strike is prompted by lighting means such as LEDs. As a result, the player will make a right-handed strike hereafter.
[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 timing of the elapse of a predetermined period (for example, 29 seconds) or the timing until the number of game balls entering the big winning opening reaches a predetermined number (for example, 10), whichever is earlier.
[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) during which the time-shortening state is controlled.
[0317] Even in the sure-win state or the time-shortening state after the jackpot round, the right-handed promotion effect is continuously executed by the image display device 5, the right-handed display section 9030, and the right-handed display section 55. For this reason, after the first jackpot (also referred to as the first win) occurs, the player is always prompted to make a right-handed strike by the right-handed promotion effect even in the time-shortening state after the jackpot round ends.
[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, or further, 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 starting winning port being in the open state, thereby increasing the frequency of game balls entering the second starting winning port and facilitating winning at the second starting winning port (increasing the frequency of entry, increasing the frequency).
[0319] In the time-saving state after the jackpot round, when the launched game ball enters the second starting 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 shows a display mode indicating a jackpot symbol, a jackpot (also referred to as a consecutive jackpot) occurs.
[0320] As the types of jackpots in the second special figure game, as described above, there are certain probability jackpots 5 to 9. When a jackpot 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 jackpot occurrence.
[0321] During the round in the jackpot 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 of either the elapse of a predetermined period (for example, 29 seconds) or the timing when the number of game balls entering the big winning port reaches a predetermined number (for example, 10 balls).
[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 variation state (high probability high base state) over a predetermined number of times (for example, 100 times) of variation. Even in the probability variation state after the big win round in a consecutive win, the right hitting promotion effect is continuously executed by the image display device 5, the right hitting display unit 9030, and the right hitting display unit 55. Therefore, after the first win occurs, the player is prompted to hit the right button by the right hitting promotion effect constantly in the probability variation state or the time shortening state after the big win round of a consecutive win ends, and also in the probability variation state or the time shortening state after the big win round of that consecutive win ends.
[0323] When the probability variation state or the time shortening state ends without a big win occurring in either the probability variation state or the time shortening state after the big win round of the first win ends, or the probability variation 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 hitting promotion effect by the image display device 5, the right hitting display unit 9030, and the right hitting display unit 55 also ends. As a result, the player will launch the game ball again towards the first downward flow path passing through the left area of the game area by hitting the left button.
[0324] <Flow of the effect> Next, a series of production processes executed on the pachinko gaming machine 1 will be described. FIG. 33 is a diagram for explaining the series of production processes. On the pachinko gaming machine 1, a notification production is executed from when the variable display starts until it stops. The notification production is a production that notifies the player whether the variable display of special figures or decorative patterns 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 build-up 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 executed until shifting to the jackpot gaming state. Note that the build-up 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 pre-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 variations that result in non-reach losses.
[0326] [Build-up part (Introduction part)] The build-up part (introduction part) includes the time from the start of the SP reach (the start timing of the SP reach title display) to the timing of branching whether it is a jackpot or a loss. Also, the build-up part is a part that builds up whether it will be a jackpot or a loss by the production to be executed. The build-up part includes parts 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 parts 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, an effect 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, an effect 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 of the jackpot display result is, like the final reach described later, when the notification is made by the movement of the accessory when making a win / loss notification after the introduction part, and when, like the SP reach other than the final reach, the notification is made by the story development on the liquid crystal (image display device 5) without using an accessory. Among the epilogue parts, the jackpot 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 jackpot occurs, it is notified by the jackpot epilogue part as described above that the game state is controlled to the jackpot game state as the end of the story production using the liquid crystal, and when a jackpot does not occur, it is notified by the losing epilogue part that the game state is not controlled to the jackpot game state as the end of the story production using the liquid crystal. In some cases, whether it is a win or not may be 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 jackpot game state by the operation of the accessory in the win / loss notification part (accessory operation part). After that, when a jackpot occurs, it is notified by the jackpot epilogue part as described above that the game state is controlled to the jackpot game state as the end of the story production using the liquid crystal, and when a jackpot does not occur, it is notified by the losing epilogue part that the game state is not controlled to the jackpot game state as the end of the story production using the liquid crystal. Thus, the jackpot epilogue part in the final reach includes the win / loss notification part and the jackpot epilogue part or the losing epilogue part that follows it.
[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 during the development in the second half of the SP. 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 where a winning relief effect suggesting that it appears to be a loss once and then a big win is executed. The winning relief part is a part that 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] [Redraw 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 reach A of the SP, the winning epilogue part of the first half reach B of the SP, the winning epilogue part of the second half reach A of the SP, the winning epilogue part of the second half reach B of the SP, the winning epilogue part of the final reach of the SP, and the winning relief part. In this embodiment, although the re-drawing part is always executed after each winning part (winning epilogue part, winning relief part), it may not shift 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 winning / losing determination] Next, an example of dividing a series of effects by the timing before and after the winning / losing determination will be described. FIG. 34 is a diagram for explaining the relationship before and after the winning / losing determination, the first half reach A win of the SP, and the final reach win of the SP. Here, the winning / losing determination is an effect that indicates the branch of whether it becomes a winning display result or 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 winning / losing determination at the timing before and after the winning / losing determination from the start of variation to the stop of variation. The parts before the winning / losing determination include the start part and the exciting part. Also, the parts after the winning / losing determination include the epilogue part (win, loss), the winning 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, it corresponds to the variation pattern of the aforementioned pre-variation, and after the start of the SP reach, it 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 big win in the first half of the SP reach among each variation pattern, will be described with reference to FIG. 34(B). In the variation pattern of the big win in the first half of the SP reach, the period from the start of variation to the start of the SP reach (start of subsequent variation) is the start part. And the period from the start of the SP reach (start of subsequent variation) to the determination of win or loss is the exciting part (first half of the SP reach A). In the variation pattern of the big win in the first half of the SP reach, the accessory does not move at the timing of the determination of win or loss. And the period from the determination of win or loss to the start of the re-drawing performance is the epilogue part (for the big win in the first half of the SP reach). And the period from the start of the re-drawing performance to the stop of variation is the re-drawing part. For example, in the variation pattern of the big win in the first half of the SP reach, the time is set such that the start part is 60 seconds, the exciting part (first half of the SP reach A) is 20 seconds, the epilogue part (for the big win in the first half of the SP reach) 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 big win in the final SP reach among each variation pattern, will be described with reference to FIG. 34(C). In the variation pattern of the big win in the final SP reach, the period from the start of variation to the start of the SP reach (start of subsequent variation) is the start part. And the period from the start of the SP reach (start of subsequent variation) to the development in the second half of the SP is the exciting part (first half of the SP reach A). And the period from the development in the second half of the SP to the determination of win or loss is the exciting part (final SP reach). In the variation pattern of the big win in the final SP reach, the accessory does not move at the timing of the determination of win or loss. And the period from the determination of win or loss to the start of the re-drawing performance is the epilogue part (for the big win in the final SP reach). And the period from the start of the re-drawing performance to the stop of variation is the re-drawing part. For example, in the variation pattern of the big win in the final SP reach, the time is set such that the start part is 60 seconds, the exciting part (first half of the SP reach A) is 20 seconds, the exciting part (final SP reach) is 25 seconds, the epilogue part (for the big win in the final SP reach) 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 expectancy than the SP first-half reach A, has a longer fluctuation time. Also, the SP final reach, which has a higher expectancy 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, it is possible to lengthen the period during which the player is excited by a higher degree of fluctuation, and it is also possible to lengthen the aftertaste time when a win occurs, 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 shown in 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 shown in FIGS. 62 to 67 described later. FIG. 38 is a diagram for explaining the scenarios of the win epilogue part (SP first-half reach A) and the loss epilogue part (SP first-half reach A). The scenario of the win epilogue part (SP first-half reach A) corresponding to No. 3 in FIG. 33 corresponds to the production modes shown in FIGS. 68 to 69 described later. The scenario of the loss epilogue part (SP first-half reach A) corresponding to No. 4 in FIG. 33 corresponds to the production modes shown in FIGS. 70 to 71 described later.
[0340] FIG. 38 is a diagram for explaining the scenario of the fanning part (front half reach B of SP). The scenario of the fanning part (front half reach B of SP) corresponding to number 5 in FIG. 33 corresponds to the production modes shown 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 number 6 in FIG. 33 corresponds to the production modes shown in FIGS. 78 to 80 described later. The scenario of the losing epilogue part (front half reach B of SP) corresponding to number 7 in FIG. 33 corresponds to the production modes shown 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 number 8 in FIG. 33 corresponds to the production mode shown in FIG. 83 described later.
[0341] FIG. 41 is a diagram for explaining the scenario of the fanning part (latter half reach A of SP). The scenario of the fanning part (latter half reach A of SP) corresponding to number 9 in FIG. 33 corresponds to the production modes shown 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 number 10 in FIG. 33 corresponds to the production modes shown in FIGS. 97 to 98 described later. The scenario of the losing epilogue part (latter half reach A of SP) corresponding to number 11 in FIG. 33 corresponds to the production modes shown in FIGS. 99 to 100 described later.
[0342] FIG. 43 is a diagram for explaining the scenario of the fanning part (the latter half reach B of SP). The scenario of the fanning 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 which will be 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 which will be 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 which will be described later.
[0343] FIGS. 45 and 46 are diagrams for explaining the scenario of the fanning part (the final reach of SP). The scenario of the fanning part (the final reach of SP) corresponding to No. 15 in FIG. 33 corresponds to the production modes shown in FIGS. 115 to 132 which will be 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 which will be 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 which will be 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 which will be described later.
[0344] FIG. 49 is a diagram for explaining the scenario of the re-drawing part (deriving an odd symbol or an even symbol after button operation). The scenario of the re-drawing part (deriving an odd symbol or an even symbol after 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 the scenarios of the re-drawing part (deriving an odd symbol after button operation) and the fanfare part. The scenario of the re-drawing part (deriving an odd symbol after 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 the scenarios of the re-drawing part (deriving an even symbol after button operation) and the fanfare part. The scenario of the re-drawing part (deriving an even symbol after 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 presentation control CPU 120 mounted on the presentation control board 12 outputs luminance data for turning on / blinking / turning off one or more of 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 / blinking / turning off the lamps such as LEDs performed by the presentation control CPU 120 is also referred to as lamp control. Based on the luminance data received from the presentation control CPU 120, the LED driver adjusts the current flowing through each lamp included in the game effect lamp 9 to be controlled so as to turn on / blink / turn off each lamp. Each game effect lamp 9 turns on / blinks / 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 controlling 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 the excitement part, the winning epilogue part, the losing epilogue part, and the accessory 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 big win background luminance data table used during the round of the big win game state, an ending background luminance data table used in the ending state where an ending effect for notifying the end of the big win game state is executed, and a probability change background luminance data table used in the high-probability high-base state (probability change 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 big win game state, the ending state, and the probability change state the game is controlled to, one of the background luminance data tables is used. That is, the effect control CPU 120 outputs luminance data based on the corresponding 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, for each of the error luminance data table, the SP reach luminance data table, and the background luminance data table, a priority is defined when they are used. Specifically, as shown in FIG. 52, the priorities are higher 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. As a result, 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. Note that 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 to output 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 effect control CPU 120 is outputting luminance data based on the SP reach luminance data table during SP reach, it preferentially uses the error luminance data table corresponding to the error over the SP reach luminance data table and outputs the luminance data 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. During the period when the luminance data based on the error luminance data table is being 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 to output luminance data to the LED driver instead of the SP reach luminance data table. During this time, 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 performs 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 the output of 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 "off", "almost off", "on", and "flashing" are used. Also, as described above, the modes of each game effect lamp 9 by "on" and "flashing" are also referred to as "lighting modes".
[0356] The term "extinguishing the lamp" includes the state where the game effect lamp 9 is not lit and the brightness is 0. The term "substantially extinguished" 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 "extinguishes". 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 extinguished" 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 "extinguishes". 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 extinguished" 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 "extinguishes". 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 extinguished" 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 this 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 this 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 tuner lamp 9H is "000", the electric tuner lamp 9H "turns off". Also, when the luminance data (RGB data) of the electric tuner lamp 9H is "111", the electric tuner lamp 9H lights up at an extremely low luminance. In this embodiment, the state of the electric tuner 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 in which the game effect lamp 9 is always lit, wave lighting in which a plurality of arranged lamps included in the game effect lamp 9 are sequentially switched from off to on, and hazy lighting in which 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". Note that 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 are brightly lit.
[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 are brightly lit.
[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 is brightly lit.
[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 is brightly lit.
[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". Particularly 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". Particularly 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 tuner lamp 9H is "AAA", the electric tuner lamp 9H "lights up". Particularly in this case, since the luminance is high, the electric tuner 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 this embodiment, there is a hazy lighting as a lighting mode of the lamp, but the hazy lighting is a state in which the game effect lamp 9 lights up hazily 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] <Production mode of the pachinko game machine 1> Next, referring to FIGS. 55 to 164, the production mode of the pachinko game machine 1 during the game will be described. I...
Claims
【Claim 1】 A gaming machine capable of performing variable display and controlling to an advantageous state where 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, wherein 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, able to execute an ending effect after the final round game ends, 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, able to display a startup preparation display when power is turned on, the movable body control means, can start the confirmation operation control after the display of the startup preparation display is started, able to perform the confirmation operation control with a first operation control pattern for operating the movable body for a first period and a second operation control pattern for operating the movable body for a second period shorter than the first period, when power failure occurs immediately before the end of variable display before the start of variable display based on a specific variable display pattern capable of performing an operation effect by a player's effect operation, and then power is turned on, it is possible to perform the confirmation operation control with the second operation control pattern, characterized by a gaming machine.
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