Pachinko machine
The gaming machine improves player interest by dynamically controlling game states and incorporating variable displays and effects to enhance the chances of winning in special games.
Patent Information
- Application Number
- JP2021098507
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-14
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2041-06-14
AI Technical Summary
Conventional gaming machines lack interest for players due to low engagement in special games.
A gaming machine that includes an acquisition means for determining special game conditions, variable display execution, and state control to transition to specific game states with enhanced chances of winning, accompanied by game effects and result notifications.
Enhances player engagement by increasing the likelihood of satisfying special game conditions and providing dynamic game states with visual and auditory effects.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In conventional gaming machines, there is a gaming machine that determines whether to execute a special game (big win game) advantageous to the player based on the establishment of a start condition.
[0003] Among such gaming machines, there is one that controls to a specific gaming state more advantageous to the player than the normal gaming state after the end of the special game (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, the gaming machines described in the above patent documents have a problem that the interest of the game is low.
[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] In order to solve the above problems, according to the present invention, in a gaming machine capable of executing a special game (big win game) advantageous to the player, based on the establishment of a start condition (a ball entering the start port) An acquisition means (main control board 110) for acquiring determination information (special drawing determination information), and the determination information acquired by the acquisition means a determination means (main control board 110) for making a determination, and based on the determination to symbols (special symbol)Variable display execution means (main control board 110) for executing variable display, a normal game state, and state control means (main control board 110) controllable to a specific game state different from the normal game state (short-time game state A1, short-time game state A2, short-time game state C1, short-time game state C2), and the determination to Effect control means (effect control board 130) capable of executing game effects (variable effects) according to the above, and the specific game state is controlled for a predetermined period and the start condition is more likely to be satisfied than in the normal game state. The first specific game state (short-time game state A1), the second specific game state (short-time game state A2, short-time game state C1) which is controlled for a predetermined period and the start condition is more likely to be satisfied than in the normal game state but is disadvantageous to the player compared to the first specific game state, and the effect control means, when the specific game state ends 、 Game result related to a predetermined Game result information (Result ) Can be displayed, and when the first specific game state ends, the predetermined Game result information Can be displayed, while when the second specific game state ends, the predetermined Game result information Display not It is characterized by that.
Effect of the Invention
[0008] According to the present invention, it becomes possible to improve the interest of the game.
Brief Explanation of Drawings
[0009]
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[0010] (First Embodiment) Hereinafter, a first embodiment of the present invention will be specifically described with reference to the drawings.
[0011] (Configuration of the gaming machine) First, the configuration of the gaming machine 1 will be described with reference to FIG. 1. FIG. 1 is an example of a front view of the gaming machine 1 in the present embodiment.
[0012] The gaming machine 1 is provided with an outer frame 2, a game board mounting frame 3 rotatably supported with respect to the outer frame 2, a glass frame 4 rotatably supported with respect to the game board mounting frame 3, and a game board 5 in which a game area 5a through which game balls (game media) flow down is formed.
[0013] The outer frame 2 has a decorative plate 2b attached to the lower front surface of a rectangular base frame 2a whose central portion is open in the front-rear direction, and is fixed to the island equipment in the game parlor via a fixing member (for example, nails or fasteners).
[0014] The game board mounting frame 3 has a mounting portion (not shown) for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 via a first hinge mechanism portion 6 on one end side in the horizontal direction, and is rotatably supported with the first hinge mechanism portion 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated with respect to the outer frame 2 like a door, the back surface side of the game board mounting frame 3 is exposed forward, so that maintenance of various devices provided on the back surface side of the game board mounting frame 3 can be performed.
[0015] The glass frame 4 is detachably connected to the front side of the game board mounting frame 3 so as to cover the front of the mounting portion of the game board mounting frame 3 via a second hinge mechanism portion 7 on one end side in the horizontal direction, and is rotatably supported with the second hinge mechanism portion 7 as a fulcrum. Therefore, when the glass frame 4 is rotated with respect to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.
[0016] In a substantially central portion near the upper part of the glass frame 4, an opening 8 (window portion) that opens in the front-rear direction is formed, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached so as to close the opening 8 from the rear. Through the opening 8 and the transparent member 8a, the game area 5a of the game board 5 attached to the attachment portion of the game board attachment frame 3 can be visually recognized.
[0017] Around the opening 8 of the glass frame 4, there are provided a sound output device 9 composed of a speaker, a frame lighting device 10 having a plurality of decorative LEDs, an upper tray 11 for storing a plurality of game balls such as game balls paid out based on the establishment of a giving condition from a payout device 100 described later, a lower tray 12 for receiving and storing game balls that have flowed into an overflow ball flow path described later without fitting into the upper tray 11, and a launch operation device 13 capable of performing an operation for launching game balls.
[0018] The sound output device 9 is provided at two spaced positions in the upper part of the glass frame 4 and is configured to perform an effect by sound (music, voice) by outputting BGM (background music), SE (sound effect), etc. Further, a plurality of frame lighting devices 10 are provided around the opening 8, and an effect by lighting is performed by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lighting device 10 includes a notification LED 10a that is controlled to light / blink when an abnormality in which the glass frame 4 cannot be opened or game balls cannot be paid out from the payout device 100 occurs.
[0019] The bottom surface of the storage portion 11a of the upper tray 11 is inclined downward toward the direction side (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward inclination. When the game balls stored in the storage portion 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board attachment frame 3 side by the operation of the ball feed solenoid 11b.
[0020] Also, on the front - center side of the upper plate 11, an effect button device 16 and a selection button device 18 (see Fig. 1m or Fig. 2) that function as input devices for performing determination operations and selection operations related to various effects described later are provided side - by - side horizontally.
[0021] The effect button device 16 is provided with an effect button 17 (not shown) capable of performing a determination operation etc. (operation input), an effect button detection switch 17a (see Fig. 2) for detecting an operation on the effect button 17, and a button drive device 17b (see Fig. 2) for driving the effect button 17, enabling a player to input predetermined information into the gaming machine 1.
[0022] The effect button 17 can perform effect lighting by lighting an effect button LED (full - color), which is part of the frame lighting device 10 (see Fig. 2), in a predetermined light - emitting mode (e.g., white, red, rainbow). Also, it can move vertically between a standby position (origin position) located below and an effect position located above by the driving force of a button drive motor, which is part of the button drive device 17b, and it is detected by a button position detection sensor (not shown) that it is in the origin position. Furthermore, it can perform an effect operation by vibrating in a predetermined vibration mode by the driving force of a button vibration motor, which is part of the button drive device 17b, and the effect button 17 can be operated even when the button vibration motor is vibrating.
[0023] The selection button device 18 is provided with a cross - key 19 (up button, left button, down button, right button) capable of performing operations such as a selection operation, and a cross - key detection switch 19a (see Fig. 2) for detecting an operation on the cross - key 19, enabling a player to input predetermined information into the gaming machine 1.
[0024] In addition, a lending operation unit 20 capable of performing a lending operation of game balls and a return operation of a storage medium such as a card storing the remaining amount is provided in the right-side portion of the upper tray 11. When the lending button of the lending operation unit 20 is operated, the remaining amount stored in the storage medium received by a ball lending machine (not shown) installed in the gaming machine 1 is subtracted, and game balls are lent out. When the return button of the lending operation unit 20 is operated, the storage medium is returned from the ball lending machine (not shown).
[0025] An overflow ball flow path (not shown) for receiving game balls that do not fit into the upper tray 11 and guiding them to the lower tray 12 is formed between the upper tray 11 and the lower tray 12. Further, a full detection switch 32a (see FIG. 2) for detecting that the lower tray 12 is full of game balls is provided in the middle of the overflow ball flow path. While the full detection switch 32a detects that the lower tray 12 is full, the payout of game balls by 95 described later is stopped.
[0026] The firing operation device 13 includes a base 14 fixed to the glass frame 4, a firing handle 15 rotatably provided on the base 14, a touch sensor 15a (see FIG. 2) for detecting that the hand of the player touches the firing handle 15, a firing volume 15b (see FIG. 2) composed of a variable resistor whose resistance value changes according to the rotation angle of the firing handle 15, and a plurality of handle LEDs (frame lighting device 10) for emitting light from the firing handle 15 in a predetermined manner. When the touch sensor 15a detects that the hand of the player touches the firing handle 15, the ball feed solenoid 11b is activated, and game balls are fed out one by one.
[0027] The game board mounting frame 3 is provided with a recessed game board mounting portion (not shown) for mounting the game board 5 from the front, a firing device (not shown) for firing the game balls fed out by the ball feed solenoid 11b toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a (see FIG. 2) for detecting the opening (opening and closing) of the glass frame 4.
[0028] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end portion of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. Then, when a dedicated key is inserted into the keyhole of the cylinder and rotated in one direction, the lock of the game board mounting frame 3 is released and the game board mounting frame 3 can be opened and closed. When rotated in the other direction, the lock of the glass frame 4 is released and the glass frame 4 can be opened and closed.
[0029] At a position near the outer edge of the game board 5, a curved inner rail 35 and an outer rail 36 are provided. A game area 5a where game balls can flow down is formed in the portion surrounded by the inner rail 35 and the outer rail 36. Also, between the inner rail 35 and the outer rail 36, a launch ball guide path 38 for guiding the game balls launched by the launch device 26 to the upstream portion of the game area 5a is formed. Further, at the most downstream portion of the game area 5a, an out port 39 for guiding the game balls that have flowed down to the outside of the game area (the recovery portion of the game board mounting frame 3) is formed.
[0030] At approximately the center of the game area 5a, a frame-shaped decorative frame 40 called a so-called center case for restricting the entry of game balls into the interior is provided. By this decorative frame 40, the game area 5a is divided into a left game area where game balls launched with a first launch force flow down and a right game area where game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area communicate with each other below the decorative frame 40.
[0031] On the left side portion of the decorative frame 40, a warp device 41 for introducing the game balls flowing down in the left game area into the interior of the decorative frame 40 is provided. Below the decorative frame 40, a stage portion 42 for rolling the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and causing them to flow down below the decorative frame 40 is provided.
[0032] Below the left side of the decorative frame 40, three general winning openings 43 into which game balls can always win (enter) are provided at intervals, and below the right side of the decorative frame 40, one general winning opening 43 into which game balls can always win (enter) is provided. When a game ball that has won (entered) the general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 2) (the granting condition is satisfied), a predetermined number (for example, 5) of game balls are paid out from the payout device (not shown) as prize balls (granting of prize value) onto the upper tray 11.
[0033] One of the three general winning openings 43 provided below the left side of the decorative frame 40 (the leftmost one) also serves as the starting area of the normal symbol. When a game ball that has won the general winning opening 43 is detected by the general winning opening detection switch 43a, the right to perform a hit determination as to whether to execute an auxiliary game (opening of the second starting opening 47 described later) is granted (the normal symbol determination information described later is stored).
[0034] Below the stage portion 42, a first starting opening 45 (starting winning area of the first special symbol) into which game balls can always win (enter) is provided. When a game ball that has won (entered) the first starting opening 45 is detected by the first starting opening detection switch 45a (see FIG. 2) (the granting condition is satisfied), a predetermined number of game balls (for example, 3) are paid out from the payout device (not shown) as prize balls (granting of prize value) onto the upper tray 11. Also, the right to perform a jackpot determination as to whether to execute a special game (jackpot game) is granted (the special symbol determination information described later is stored).
[0035] Below the decorative frame 40 and diagonally downward to the right of the first starting opening 45, a variable starting portion 46 is provided that can be converted from a closed state in which it is impossible or difficult for a game ball to win (enter) based on the establishment of a predetermined condition (winning in the hit determination described later) to an open state in which it is possible or easy for a game ball to win (enter).
[0036] The variable start part 46 has a flow path for the game balls as its upper surface slopes downward in the left - right direction (left side in FIG. 1), and includes a second start - opening / closing member 48 that can move in the front - rear direction, a second start opening 47 (start winning area for the second special symbol) that opens upward directly below the second start - opening / closing member 48, a second start - opening detection switch 47a (see FIG. 2) for detecting game balls that have won (entered) the second start opening 47, and a second start - opening opening / closing solenoid 48b (see FIG. 2) for converting the second start opening 47 to a closed state by moving the second start - opening / closing member 48 forward (winning - restriction position) and converting the second start opening 47 to an open state by moving the second start - opening / closing member 48 rearward (winning - allowable position).
[0037] When a game ball wins (enters) the second start opening 47 that has become open during the auxiliary game described later and is detected by the second start - opening detection switch 47a (see FIG. 5) (the granting condition is satisfied), a predetermined number of game balls (for example, 2) are paid out as prize balls (granting of prize value) from a payout device (not shown) to the upper tray 11. Also, a right to determine whether to execute a special game (big win game) is granted (the special figure determination information described later is stored).
[0038] In the right - hand game area on the right side of the decorative frame 40, a general - pattern gate 44 (general - pattern start area) through which game balls can always pass is provided. When a game ball passing through the general - pattern gate 44 is detected by the gate detection switch 44a, no prize balls are granted, but a right to determine whether to execute an auxiliary game (opening of the second start opening 47 described later) is granted (the general - pattern determination information described later is stored). Note that the general - pattern gate 44 also serves as the start area of the ordinary symbol described above, and it is easier for game balls to win (pass through) than the general winning opening 43.
[0039] Below the general - pattern gate 44, a first variable winning part 49 (first variable winning device) is provided that can be converted from a closed state where winning (entering) of game balls is impossible or difficult based on the establishment of a predetermined condition (being determined as a big win in the big win determination) to an open state where winning is possible or easy.
[0040] The first variable winning section 49 (first variable winning device) forms a flow path for game balls (forming a part of the bottom surface of the central flow path 91b) with its upper surface sloping downward in the left - right direction (right side in the figure), and includes a first large winning opening closing member 51 that is movable in the front - rear direction, a first large winning opening 50 (winning area) that opens upward directly below the first large winning opening closing member 51, a first large winning opening detection switch 50a that detects game balls that have won (entered) the first large winning opening 50, and a first large winning opening closing solenoid 51b (see Figure 2) for converting the first large winning opening 50 to a closed state by moving the first large winning opening closing member 51 forward (winning restriction position) and converting the first large winning opening 50 to an open state by moving the first large winning opening closing member 51 rearward (winning allowable position).
[0041] When, during a jackpot game described later, the first large winning opening closing member 51 moves rearward and the first large winning opening 50 is converted from a closed state to an open state, if a game ball that has flowed down the upper surface of the first large winning opening closing member 51 or a game ball that has reached the first large winning opening 50 wins (enters) the first large winning opening 50 and is detected by the first large winning opening detection switch 50a, a predetermined number of game balls (for example, 10 game balls) are paid out as prize balls from a payout device (not shown) to the upper tray 11.
[0042] Below the first variable winning section 49, a second variable winning section 55 (second variable winning device) is provided that can be converted from a closed state where winning (entering) of game balls is impossible or difficult based on the establishment of predetermined conditions (being determined as a jackpot in jackpot determination) to an open state where winning is possible or easy.
[0043] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for the game balls, a second large winning opening / closing member 57 that is movable in the front-rear direction, a second large winning opening 56 (winning area) that opens upward directly below the second large winning opening / closing member 57, a second large winning opening detection switch 56a that detects game balls that have won (entered) the second large winning opening 56, and a second large winning opening opening / closing solenoid 57b (see Fig. 2) for converting the second large winning opening 56 to a closed state by moving the second large winning opening / closing member 57 forward (winning restriction position) and converting the second large winning opening 56 to an open state by moving the second large winning opening / closing member 57 rearward (winning allowable position).
[0044] When, during a big win game, the second large winning opening / closing member 57 moves rearward and the second large winning opening 56 is converted from a closed state to an open state, if game balls that have flowed down the upper surface of the second large winning opening / closing member 57 or game balls that have reached the second large winning opening 56 win the second large winning opening 56 and are detected by the second large winning opening detection switch 56a, a predetermined number of game balls (e.g., 10 game balls) are paid out as prize balls from a payout device (not shown) to the upper tray 11.
[0045] The game balls launched in the left game area either flow down along the outer edge of the decorative frame 40 as they are, or flow into the warp device 41 and then flow down through the stage section 42, and win either one of the three general winning openings 43 or the first start opening 45 provided below the decorative frame 40, or flow into the out opening 39. Therefore, they do not win (pass through) the general diagram gate 44, the general winning opening 43, the first variable winning section 49 (first large winning opening 50), or the second variable winning section 55 (second large winning opening 56) provided in the right game area.
[0046] In addition, the game balls launched into the right game area flow down via the upstream flow path 91a. After almost all of them pass through the general gate 44, they either win a prize at one of the general winning openings 43, variable starting parts 46 (second starting openings 47), first variable winning parts 49 (first big winning openings 50), or second variable winning parts 55 (second big winning openings 56) provided in the right game area, or flow into the out opening 39. Therefore, they do not win a prize at the general winning opening 43 or the first starting opening 45 provided in the left game area.
[0047] On the back side of the game board 5, there is an out ball flow path that receives and aggregates the out balls composed of the game balls that have won a prize at the general winning opening 43, the first starting opening 45, the second starting opening 47, the first big winning opening 50, and the second big winning opening 56, and the game balls that have flowed into the out opening 39, and allows them to flow down while aggregating them. An out ball detection switch 39a (see Fig. 2) is provided at the most downstream part of the out ball flow path. The game balls detected by the out ball detection switch 39a are discharged from the discharge port on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).
[0048] Outside the game area 5a, there is a main information display device 59 composed of a symbol display device including a first special symbol display 60, a second special symbol display 61, and a normal symbol display 62, a hold display device including a first special symbol hold display 63, a second special symbol hold display 64, and a normal symbol hold display 65, a round number display 66, a right strike display 67, a time shortening state display 68, and a game state display 69. This main information display device 59 is basically composed of a plurality of LEDs and is designed to perform dynamic lighting.
[0049] The first special symbol display 60 is a variable display for displaying (notifying) the result of the jackpot determination of the first special symbol based on the winning (entry) of a game ball into the first start port 45. The second special symbol display 61 is a variable display for displaying (notifying) the result of the jackpot determination of the second special symbol based on the winning (entry) of a game ball into the second start port 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the hit determination of the normal symbol based on the winning (passing, entry) of a game ball into the general winning port 43 or the normal symbol gate 44 that also serves as the start area of the normal symbol.
[0050] The jackpot determination refers to obtaining special symbol determination information (jackpot determination random value, special symbol determination random value, reach determination random value, special symbol variation pattern determination random value, etc.) when a game ball wins (enters) the first start port 45 or the second start port 47, and determining whether to execute a jackpot game based on the obtained special symbol determination information.
[0051] When a jackpot determination is made based on the winning of a game ball into the first start port 45, a variable display of the first special symbol is performed on the first special symbol display 60, and a stop display of the first special symbol for notifying the determination result is performed after a predetermined time has elapsed. Also, when a jackpot determination is made based on the winning of a game ball into the second start port 47, a variable display of the second special symbol is performed on the second special symbol display 61, and a stop display of the second special symbol for notifying the determination result is performed after a predetermined time has elapsed.
[0052] The first special symbol display 60 and the second special symbol display 61 are each composed of 8 LEDs, and in the variable display of each special symbol, the lighting pattern of the LEDs changes (moves and lights) at a predetermined cycle (32 ms). When focusing on only one LED, it blinks at a 256 ms cycle (32 ms on → 224 ms off). And when the special symbol is stopped and displayed, the LEDs light up in a mode (jackpot mode, losing mode) for notifying the result of the jackpot determination.
[0053] In this embodiment, "big win" refers to a state in which it has been determined to execute a big win game (special game) in the big win determination. "Big win game" refers to a round game in which the big winning openings (the first big winning opening 50 and the second big winning opening 56) are converted from the closed state to the open state in a predetermined manner, and a game state that is advantageous for a player who can easily obtain prize balls when the game is played a predetermined number of times (for example, 4 times, 10 times, etc.) with an interval in between.
[0054] Note that the maximum number of times the big winning openings (the first big winning opening 50 and the second big winning opening 56) can be opened and the maximum opening time in each round game are determined in advance. However, even before reaching the maximum number of times the big winning openings can be opened or the maximum opening time, when a predetermined number of game balls (for example, 10 balls) enter the big winning openings (enter the balls), one round game ends. In this embodiment, any one of a plurality of types of big win games (special games) with different degrees of advantage for the player can be executed.
[0055] Hit determination refers to obtaining general winning determination information (hit determination random value, normal symbol determination random value, general symbol variation pattern determination random value, etc.) based on the entry (passage, ball entry) of game balls into the general winning opening 43 or the general symbol gate 44 that also serves as the start area of the normal symbol, and determining whether to execute an auxiliary game based on the obtained general winning determination information. When the hit determination is made, the normal symbol display 62 displays the variation of the normal symbol, and after a predetermined time has elapsed, a stop display of the normal symbol that notifies the determination result is performed.
[0056] The normal symbol display 62 is composed of three LEDs, and the LEDs blink at a predetermined interval or in a predetermined order during the variation display of the normal symbol. When the normal symbol is stopped and displayed, the LEDs light up in a mode (hit mode or miss mode) that notifies the result of the auxiliary game determination.
[0057] In this embodiment, "hit" refers to a state in which it has been determined to execute an auxiliary game (hit game) in the auxiliary game determination. "Auxiliary game" refers to a game state in which the second start opening 47 is opened in a predetermined manner.
[0058] In addition, although the maximum number of openings and the maximum opening time of the second start port 47 in the auxiliary game (winning game) are predetermined, even before reaching the maximum number of openings and the maximum opening time, if a predetermined number of game balls (for example, 10 balls) win (enter the ball) at the second start port 47, the auxiliary game (winning game) ends. That is, the "auxiliary game" is in a game state where the start condition of the variation display of the second special symbol is likely to be satisfied. In addition, in the present embodiment, a plurality of types of auxiliary games (winning games) with different degrees of advantage for the player are provided.
[0059] The first special symbol holding indicator 63 is composed of two LEDs and is for displaying the first holding number (U1), which is the number of special symbol determination information (first hold) stored when a game ball wins (enters the ball) at the first start port 45, and lights up or blinks in a manner indicating the number of the first hold. Although the first hold can be stored up to a maximum of 4, it may be less than 4 or more than 4.
[0060] The second special symbol holding indicator 64 is composed of two LEDs and is for displaying the second holding number (U2), which is the number of special symbol determination information (second hold) stored when a game ball wins (enters the ball) at the second start port 47, and lights up or blinks in a manner indicating the number of the second hold. Although the second hold can be stored up to a maximum of 4, it may be less than 4 or more than 4, or the second hold may not be stored.
[0061] The normal symbol holding indicator 65 is composed of two LEDs and is for displaying the normal symbol holding number, which is the number of normal symbol determination information (normal symbol hold) stored when a game ball wins (passes through) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of the normal symbol hold. Although the normal symbol hold can be stored up to a maximum of 4, it may be less than 4 or more than 4, or the normal symbol hold may not be stored.
[0062] Note that the first special symbol display 60 and / or the second special symbol display 61 can be composed of 7-segment LEDs. For example, when a jackpot is determined in the jackpot determination, a number such as "3" or "7" may be stopped and displayed, and when it is determined as a loss, "-" may be stopped and displayed. During the variable display, the lamp may be turned off and "-" may be repeated.
[0063] The round number display 66 is composed of six LEDs and is for displaying the round number when a jackpot state (special game) occurs. When the jackpot game starts, the lighting of the LEDs is started in a predetermined manner indicating the round number, the lighting of the LEDs is continued during the jackpot game, and the LEDs are turned off at the end of the jackpot game. For example, in a jackpot game with a round number of 4, only the leftmost LED lights up, and in a jackpot game with a round number of 10, all the LEDs light up.
[0064] The right shooting display 67 is composed of one LED and is for executing a right shooting notification to prompt shooting a game ball toward the right game area (so-called right shooting). Basically, the LED does not light up during the normal game state, and the LED lights up during the jackpot state (special game), during the probability variable game state described later, and during a specific short-time game state.
[0065] The short-time state display 68 is composed of one LED and is for executing a short-time notification indicating that it is in the short-time game state. When the short-time game state starts, the LED lights up, and when the short-time game state ends, the LED turns off.
[0066] The game state display 69 is composed of one LED and is for executing a notification indicating that it is in the probability variable game state or the short-time game state. When the power is turned on to the gaming machine 1 and it is in the probability variable game state or the short-time game state, the LED lights up, and then when the probability variable game state or the short-time game state ends (the game state changes), the LED turns off.
[0067] Inside the gaming area 5a, there is a sub first variable display 81, a sub second variable display 82, a sub first hold display 83, a sub second hold display 84, a sub general pattern variable display 85, a sub general pattern hold display 86, and a sub right hit display 87, which together form a sub information display device 80. This sub information display device 80 is basically composed of LEDs and is designed to perform dynamic lighting.
[0068] The sub first variable display 81 is for displaying (notifying) whether the first special symbol is in variable display. The sub second variable display 82 is for displaying (notifying) whether the second special symbol is in variable display. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined period (1 second) (0.5 seconds on → 0.5 seconds off), causing the first lamp symbol LZ or the second lamp symbol LZ to be variably displayed. When the corresponding special symbol stops being displayed, the LED turns off. In the figure, the blinking of the LEDs of the lamp symbol LZ is indicated by a double circle "◎".
[0069] It should be noted that the sub first variable display 81 or the sub second variable display 82 may be used to notify the result of the jackpot determination of the special symbol. In this case, the LED may be turned on in the case of a jackpot and turned off in the case of a miss.
[0070] The sub first hold display 83 is for displaying the number of first hold information (the first hold count) described later. The sub second hold display 84 is for displaying the number of second hold information (the second hold count) described later. Each is composed of two LEDs. When the hold count is "0", the left and right LEDs turn off. When the hold count is "1", the left LED turns on and the right LED turns off. When the hold count is "2", both the left and right LEDs turn on. When the hold count is "3", the left LED blinks and the right LED turns on. When the hold count is "4", both the left and right LEDs blink. In the figure, the blinking of the LEDs of the sub first hold display 83 and the sub second hold display 84 is indicated by a double circle "◎".
[0071] The sub-ordinary symbol variation display 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. When the variation display of the ordinary symbol starts, the LED blinks (varies in display) at a predetermined interval. When the ordinary symbol stops being displayed, the mode indicating the result of the winning lottery (lights up in the case of a win, goes out in the case of a loss) stops being displayed.
[0072] In the sub-ordinary symbol variation display 85, it may be configured to blink during the variation display of the ordinary symbol and light up or go out when the display stops, so that only whether the ordinary symbol is in the variation display can be grasped.
[0073] The sub-ordinary symbol hold display 86 is for displaying the number of ordinary symbol holds (ordinary symbol hold count), and is composed of two LEDs. When the ordinary symbol hold count is "0", the left and right LEDs go out. When the ordinary symbol hold count is "1", the left LED lights up and the right LED goes out. When the ordinary symbol hold count is "2", the left LED blinks and the right LED lights up. When the ordinary symbol hold count is "4", the left and right LEDs blink.
[0074] The sub-right shot display 87 is for prompting the firing of a game ball toward the right area of the game area 5a (so-called right shot), and is composed of one LED. The LED lights up during the jackpot state (special game) and the time-saving game state, and goes out in other game states.
[0075] At the back of the effect space 40a defined inside the decorative frame 40, a first image display device 70 (main display device) composed of a liquid crystal display is provided. In the lower part of the effect space 40a and in front of the first image display device 70, a second image display device 71 (sub-display device) composed of a liquid crystal display with a smaller size and display area than the first image display device 70 is provided. In the upper part of the effect space 40a, a movable effect device 72 for executing an operation effect is provided.
[0076] In the first image display device 70 and the second image display device 71, various effect displays are performed according to the progress of the game. Examples of the effect displays include a waiting customer demo effect performed during non-execution of the variable display of the special symbol, a variable effect accompanied by a variable display (pre-variable operation, updated variation) of the effect symbol 70a performed during execution of the variable display of the special symbol, a variable display (updated variation) of the special symbol TZ (so-called fourth symbol) performed during execution of the variable display of the special symbol, and a jackpot effect performed during execution of the jackpot game, etc.
[0077] Further, the second image display device 71 can perform a moving effect by moving by a liquid crystal movable device (not shown) composed of a solenoid, a motor, etc. during execution of the variable effect by the first image display device 70.
[0078] Specifically, it is configured to perform a moving effect by moving (ascending, descending) in the vertical direction between a standby position (lower position) located near the end of the first image display device 70 and an effect position (upper position) located near the center of the first image display device 70. Note that the moving direction of the second image display device 71 may be the horizontal direction or the front-rear direction, or it may be configured to perform a moving effect by operating the effect button 17.
[0079] In the display unit (effective display area) of the first image display device 70, there are formed a variable display area for displaying three effect symbols 70a (left symbol, middle symbol, right symbol), a display area for executing a display effect (such as display of a background image) according to the effect mode related to the execution of the variable effect, and the like.
[0080] Note that the effect symbol 70a is composed of, for example, symbols indicating numbers from "1" to "9", starts a variable display corresponding to the start of the variable display of the special symbol executed by the first special symbol display 60 and the second special symbol display 61, and performs a stop display corresponding to the stop of the variable display of the special symbol. Note that symbols indicating alphabets such as "A" to "F" may be used as the effect symbol 70a.
[0081] The winning symbol pattern 70a is configured to be stopped and displayed for a predetermined time (e.g., 0.5 seconds) in a mode (losing mode, winning mode) for notifying the result of the big win determination. The winning mode is a combination of the same winning symbol pattern 70a such as "777" or "555", and the losing mode is other modes.
[0082] Note that the mode of the variable display of the winning symbol pattern 70a is a vertical scroll, but it may be a horizontal scroll, or it may be a switching or rotation (self-rotation) on the spot.
[0083] Also, during the variable display (variable effect) of the winning symbol pattern 70a, various effect images such as background images and characters, and movies are displayed on the first image display device 70 and the second image display device 71 according to the result of the big win determination, so as to enhance the player's sense of expectation for the execution of the big win game (special game).
[0084] On the first image display device 70, there are formed a first hold icon display area 70B for displaying a number of first hold icons (first hold information) corresponding to the first hold count (U1) in a normal game state or the like, a second hold icon display area 70D for displaying a number of second hold icons (second hold information) corresponding to the second hold count (U2) in a time-saving game state or the like, a corresponding icon display area 70C for displaying the icon (execution information) indicating that the variable effect is being executed, a first hold count display area 70E for displaying the first hold count (U1) in numbers, a second hold count display area 70F for displaying the second hold count (U2) in numbers, and the like.
[0085] The first hold icon display area 70B is partitioned in the form of a first display section 70B1 (first area), a second display section 70B2 (second area), a third display section 70B3 (third area), a fourth display section 70B4 (fourth area) from the side closer to the corresponding icon display area 70C, and a number of first hold icons corresponding to the first hold count (U1) are displayed in the first display section 70B1 to the fourth display section 70B4.
[0086] Specifically, on the first display unit 70B1, a first hold icon indicating first hold information for which the variable display of the first special symbol is first executed is displayed. On the second display unit 70B2, a first hold icon indicating first hold information for which the variable display of the first special symbol is second executed is displayed. On the third display unit 70B3, a first hold icon indicating first hold information for which the variable display of the first special symbol is third executed is displayed. On the fourth display unit 70B4, a first hold icon indicating first hold information for which the variable display of the first special symbol is fourth executed is displayed.
[0087] The second hold icon display area 70D is partitioned in the form of a first display unit 70D1 (first area), a second display unit 70D2 (second area), a third display unit 70D3 (third area), a fourth display unit 70D4 (fourth area) from the left side, and the number of second hold icons corresponding to the second hold number (U2) is displayed on the first display unit 70D1 to the fourth display unit 70D4.
[0088] Specifically, on the first display unit 70D1, a second hold icon indicating second hold memory for which the variable display of the second special symbol is first executed is displayed. On the second display unit 70D2, a second hold icon indicating second hold memory for which the variable display of the second special symbol is second executed is displayed. On the third display unit 70D3, a second hold icon indicating second hold memory for which the variable display of the second special symbol is third executed is displayed. On the fourth display unit 70D4, a second hold icon indicating second hold memory for which the variable display of the second special symbol is fourth executed is displayed.
[0089] The icon display area 70C is formed directly above the pedestal image for clearly distinguishing it from the first hold icon display area 70B and the second hold icon display area 70D, and the icon is displayed so as to ride on or float above this pedestal image.
[0090] Specifically, with the start of the variable display of the first special symbol (performance symbol 70a), the first hold icons displayed in the first hold icon display area 70B move (shift) one by one toward the icon display area 70C, and the first hold icons displayed in the first display unit 70B1 move (shift) to the icon display area 70C to become the icons, and the icons disappear (are erased) at the end of the variable display of the first special symbol (performance symbol 70a). In other words, a disappearing effect (erasing effect) of the icons is performed.
[0091] Also, with the start of the variable display of the second special symbol (performance symbol 70a), the second hold icons displayed in the second hold icon display area 70D move (shift) one by one toward the icon display area 70C, and the second hold icons displayed in the first display unit 70D1 move (shift) to the icon display area 70C to become the icons, and the icons disappear (are erased) at the end of the variable display of the second special symbol (performance symbol 70a). Note that the icons may be made to disappear during the variable display of the special symbol (performance symbol 70a).
[0092] The movable effect device 72 has an operable first movable member 73 and second movable member 74, and it is possible to execute an operation effect by causing the first movable member 73 and the second movable member 74 to perform a predetermined operation during the variable effect or big win game effect executed by the first image display device 70. Further, the first movable member 73 and the second movable member 74 are provided with a panel lighting device 76 having a plurality of decorative LEDs, and it is possible to emit light in a predetermined manner during the execution of the operation effect.
[0093] Specifically, the first movable member 73 is configured to move (ascend, descend) between a standby position located near the end (above) of the first image display device 70 and an effect position located near the center (below) of the first image display device 70. The second movable member 74 is configured to move between a standby position that covers a part in front of the first movable member 73 and an effect position that retreats from in front of the first movable member 73.
[0094] On the back side of the game board mounting frame 3 and the game board 5, there are a payout device for paying out game balls based on the establishment of predetermined payout conditions (bonus balls, ball lending), a game ball storage section for storing game balls supplied from island equipment and the like and supplying them to the payout device, a main control device incorporating the main control board 110, a payout control device incorporating the payout control board 120, an effect control device incorporating the effect control board 130, a power supply device incorporating the power supply board 160, a game information output terminal board 90 and the like for outputting game information to the outside of the gaming machine (an information collection device such as a hall computer).
[0095] In addition, the effect control device 130A is provided with a changeover switch 22 for switching an adjustment mode related to adjusting the volume of the effect sound output from the sound output device 9 and the light amounts of a display device (the first image display device 70, the second image display device 71) and various lighting devices (the frame lighting device 10, the board lighting device 76).
[0096] On the surface side of the main control board 110, there are mounted a main control section 110m composed of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal for clearing the stored content of the main RAM 110c of the main control section 110m or updating a set value (associated with the probability of being determined as a big win) which is a stage of the advantage degree of the game, a setting key switch 112a for inputting a signal for shifting to a state where the set value can be changed or a state where the set value can be confirmed by an operation using a setting key, an information display 113 and the like for displaying performance information and set values enabling the actual performance of the gaming machine 1 to be grasped.
[0097] The information display 113 is for displaying set values and performance information (normal base values described later), and is configured by arranging four 7-segment displays having decimal points DP in a horizontal arrangement state. And, an identification segment for displaying identification information indicating the type (data type) of the performance information is configured in two 7-segment displays corresponding to the upper two digits, and a numerical segment for displaying numerical information indicating the set value and the numerical value of the performance information is configured in two 7-segment displays corresponding to the lower two digits.
[0098] (Control Configuration of Pachinko Machine 1) Next, the control configuration of the pachinko machine 1 will be specifically described with reference to FIG. 2. FIG. 2 is an overall block diagram of the pachinko machine 1 in the present embodiment.
[0099] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 includes a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores a game control program and the like, and a main control unit 110m as a one-chip microcomputer including a main RAM 110c that serves as a work area during arithmetic processing, and also includes an input port for main control, an output port, and the like. The main CPU 110a receives an operation clock from a crystal oscillator, reads out the program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays), or transmitting a predetermined command based on the result of the arithmetic processing to the payout control board 120, the effect control board 130, and the like.
[0100] Here, the communication between the main control board 110 and the payout control board 120 is configured to be able to communicate commands (data) bidirectionally, and the communication between the main control board 110 and the effect control board 130 is configured to be able to communicate commands (data) only in one direction from the main control board 110 to the effect control board 130.
[0101] Connected to the input port of the main control board 110 are a general winning port detection switch 43a, a gate detection switch 44a, a first start port detection switch 45a, a second start port detection switch 47a, a first big winning port detection switch 50a, an out ball detection switch 39a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, a second big winning port detection switch 56a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, and the payout control board 120, etc. When detection signals from various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing corresponding to the detection signals is performed.
[0102] To the output ports of the main control board 110, a second start port opening / closing solenoid 48b, a big winning port opening / closing solenoid 51b, a main information display device 59, a game information output terminal board 90, a payout control board 120, an effect control board 130, etc. are connected. Through the output ports, drive control signals for controlling various solenoids, display control signals for controlling various displays, and game information to be notified to the outside of the gaming machine (such as a hall computer) from the game information output terminal board are output.
[0103] The payout control board 120 controls the payout of game balls based on the reception of payout commands from the main control board 110 and also serves as a sub-control board for controlling the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the payout device 100 to control the payout of game balls and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.
[0104] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program, etc., a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, an output port, etc. The payout CPU 121a receives an operation clock from a crystal oscillator (not shown), reads out the payout control program stored in the payout ROM 121b, performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area, controls the payout device 100, and transmits a predetermined command based on the result of the arithmetic processing to the main control board 110, the effect control board 130, etc.
[0105] To the input port of the payout control unit 121, an open detection switch 31a, a full detection switch 32a, a payout ball detection switch 100a provided in the payout device 100, a ball presence detection switch 101a provided in the game ball storage section, etc. are connected, and to the output port of the payout control unit 121, a payout motor 100b provided in the payout device 100 is connected.
[0106] When the payout control unit 121 receives a payout command from the main control board 110, it controls the payout motor 100b provided in the payout device 100 to drive and pay out a predetermined number of game balls. When the payout ball detection switch 100a detects the payout of a predetermined number of game balls, the control to pay out the game balls ends.
[0107] The launch control unit 122 includes a control circuit, an input port, an output port, etc. (not shown). The touch sensor 15a and the launch volume 15b are connected to the input port of the launch control unit 122, and the ball feed solenoid 11b, the launch solenoid 28b, etc. are connected to the output port of the launch control unit 122.
[0108] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on the touch signal input from the touch sensor 15a, it allows the energization of the ball feed solenoid 11b and the launch solenoid 28b. When it detects that the rotation angle of the launch handle 15 has changed based on the detection signal from the launch volume 15b, it drives the ball feed solenoid 11b and drives the launch solenoid 28b so that the launch intensity corresponds to the rotation angle of the launch handle 15 to launch the game ball.
[0109] The launch solenoid 28b is composed of a rotary solenoid, and the hitting member 28 is directly connected to the rotation shaft. When the rotation shaft rotates, the hitting member 28 rotates to hit the game ball A. The operation of the launch solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency of the output cycle of the crystal oscillator provided in the launch control unit 122. Therefore, the number of game balls launched per minute is approximately 99.9 (balls / minute). That is, the game balls are launched approximately every 0.6 seconds.
[0110] The performance control board 130 serves as a slave control board (slave control means) that controls the performance related to the game (performed on the gaming machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a performance control unit 130m that includes a sub-RAM 130c serving as a work area during arithmetic processing, a display control unit 140 that controls the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board lighting device 76, the movable member drive device 75, the winning port lamp 76, etc., and input ports, output ports, etc. for performance control.
[0111] The sub-CPU 130a receives the operation clock from the crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the performance while utilizing the sub-RAM 130c as a work area. Thus, in response to the commands received from the main control board 110, the input signals from the performance button detection switch 17a and the cross key detection switch 19a, it performs control (outputs data and commands) to cause various control units (the display control unit 140, the lamp control unit 150) to execute various performances.
[0112] Connected to the input port of the performance control board 130 are a performance button detection switch 17a, a cross key detection switch 19a, and a button position detection sensor (not shown). When a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the performance control board 130 performs processing for executing a performance corresponding to the detection signal.
[0113] The display control unit 140 receives commands from the effect control unit 130m and controls the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a predetermined image, or controls the audio output device 9 to output a predetermined audio.
[0114] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on the reception of effect control commands from the effect control unit 130m, an image control unit 145 (VDP) that controls the first image display device 70 and the second image display device 71 based on the reception of display control commands (display lists) from the general control unit 141, a CGROM 146 in which image data and the like are stored, an audio control unit 148 (audio LSI) that controls the audio output device 9 based on the reception of audio control commands from the general control unit 141, and an audio ROM 149 in which audio data and the like are stored.
[0115] The general control unit 141 includes a general CPU 141a that performs arithmetic processing, a general ROM 141b in which a general control program is stored, a general RAM 141c that serves as a work area during arithmetic processing, and an input / output port to which the image control unit 145 (VDP) and the audio control unit 148 (audio LSI) are connected.
[0116] The general CPU 141a receives an operation clock from a crystal oscillator, reads out the general control program stored in the general ROM 141b, and performs arithmetic processing related to effects while utilizing the general RAM 141c as a work area. As a result, control processing for generating a display control command (display list) that instructs an effect image to be displayed on the first image display device 70 and the second image display device 71 and transmitting it to the display control unit 140, control processing for generating an audio control command that instructs an effect audio to be output from the audio output device 9 and transmitting it to the audio control unit 148 (audio LSI), etc. are performed.
[0117] The VRAM 143 provided in the image control unit 145 (VDP) has a display list storage area for temporarily storing the display list output from the overall control unit 141 (overall CPU 142a), frame buffer areas corresponding to the first image display device 70 (main liquid crystal), and the second image display device 71 (sub liquid crystal), and the like.
[0118] This frame buffer area is a storage area for drawing or displaying an image, and further has a first frame buffer area and a second frame buffer area. The first frame buffer area and the second frame buffer area alternately switch between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.
[0119] Therefore, based on an instruction (display list) from the overall control unit 141, the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 in the "drawing frame buffer" of the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" of the frame buffer area, generates a video signal (RGB signal, etc.) based on the read drawing data, and outputs it to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display various images.
[0120] Note that an operation clock is supplied to the image control unit 145 (VDP) from a crystal oscillator. By dividing this operation clock, a synchronization signal (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) is generated and output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30fps (1 / 30 second = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may be 60fps (1 / 60 second = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.
[0121] The voice control unit 148 is connected to the voice output device 9, and based on various types of production data (including commands) transmitted from the production control unit 130m, it controls the voice output device 9 to output voice data, music data (BGM, SE), etc. in accordance with the displays of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).
[0122] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports and the like.
[0123] The lamp CPU 150a receives an operation clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs arithmetic processing related to production while utilizing the lamp RAM 150c as a work area, thereby performing control (outputting data and commands) to cause controlled devices such as various lighting devices and various drive devices to perform a predetermined production in response to production instruction commands and the like received from the production control unit 130m.
[0124] Connected to the input / output ports of the lamp control unit are the frame lighting device 10, the button drive device 17b, the panel lighting device 76, the winning port lamp 76a, and the sub information display device 80. Based on various types of production data (including commands) transmitted from the production control unit 130m (sub CPU 130a), it performs lighting control of various LEDs of the frame lighting device 10, the panel lighting device 76, the winning port lamp 76a, and the sub information display device 80, or performs drive control of drive sources such as the motors and solenoids of the button drive device 17b and the movable member drive device 75.
[0125] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine 1 from the power supply supplied from outside the gaming machine 1 and supplies it to the gaming machine 1 (main control board 110, payout control board 120, effect control board 130, and various electronic components). The power supply board 160 is provided with a power-off detection circuit 162 that detects whether a power cut (power failure) has occurred and outputs a power-off detection signal to the main control board 110 based on the occurrence of the power cut (power failure), and a backup power supply circuit 163 for supplying a backup power supply to the main control board 110 when a power cut (power failure) occurs.
[0126] In addition, the power supply board 160 is provided with a power switch that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply is supplied to the gaming machine 1 (main control board 110, payout control board 120, effect control board 130, and various electronic components) and an OFF state in which the supply is stopped. When the power switch is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 is started. Note that the supply of the backup power supply to the main control board 110 is maintained even when the power switch is in the OFF state.
[0127] The power-off detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power-off detection signal to the main control board 110 when the power supply voltage becomes equal to or lower than a predetermined value. More specifically, the main CPU 110a for which the power-off detection signal becomes high level becomes an operable state, and when the power-off detection signal becomes low level, the main CPU 110a becomes an operation stop state.
[0128] The backup power supply circuit 163 includes a capacitor that stores electricity when the gaming machine is powered on, and supplies the backup power supply voltage stored in the capacitor to the main RAM 110c of the main control board 110 when a power cut (power failure) occurs. As a result, the stored contents of the main RAM 110c and the payout RAM 121c are retained even during a power cut (power failure), and the control state of the game can be restored to the state before the power cut (power failure) after recovery from the power cut (power failure). Note that the backup power supply may be supplied to the payout control board 120 and the effect control board 130.
[0129] (Explanation of the gaming state) Next, the gaming state during the progress of the game will be explained. In the present embodiment, there are a "low probability state" and a "high probability state" as states related to the jackpot determination of the special symbol, and there are a "non-time shortening state" and a "time shortening state" as states related to the second start opening closing member 48 of the second start opening 47.
[0130] In the present embodiment, the following three gaming states are provided. (1) Low probability non-time shortening gaming state (normal gaming state) which is "low probability state" and "non-time shortening state" (2) Low probability time shortening gaming state (time shortening gaming state) which is "low probability state" and "time shortening state" (3) High probability time shortening gaming state (probability change gaming state) which is "high probability state" and "time shortening state"
[0131] Note that the gaming state at the start of the game, that is, the initial gaming state of the gaming machine 1 (after the RWM clear described later) is set to the "low probability non-time shortening gaming state". In the present embodiment, the "low probability time shortening gaming state" and the "high probability time shortening gaming state" may be referred to as "specific gaming states" because they are gaming states with different degrees of advantage for the player compared to the normal gaming state.
[0132] In the present embodiment, the "low probability state" means, for example, in the case where the set value (jackpot probability) at the stage of the degree of advantage of the game is "1", in the jackpot determination of the special symbol performed on the condition that a game ball enters the first start opening 45 or the second start opening 47, it is a gaming state in which the winning probability of the jackpot is set as low as about 1 / 300. On the other hand, the "high probability state" is a gaming state in which the winning probability of the jackpot is improved compared to the low probability state, and in the case where the set value is "1", the winning probability of the jackpot is set as high as about 1 / 60.
[0133] Specifically, there are four types of setting values from "1" to "4". When the setting value is "1", the winning probability of a jackpot in the low-probability state is about 1 / 300, and the winning probability of a jackpot in the high-probability state is about 1 / 60. When the setting value is "2", the winning probability of a jackpot in the low-probability state is about 1 / 295, and the winning probability of a jackpot in the high-probability state is about 1 / 59. When the setting value is "3", the winning probability of a jackpot in the low-probability state is about 1 / 290, and the winning probability of a jackpot in the high-probability state is about 1 / 58. When the setting value is "4", the winning probability of a jackpot in the low-probability state is about 1 / 285, and the winning probability of a jackpot in the high-probability state is about 1 / 57.
[0134] Therefore, in the "high-probability state", it is easier to win the jackpot than in the "low-probability state". Also, the change from the low-probability state to the high-probability state occurs after the jackpot game described later ends.
[0135] In this embodiment, the "non-time-reduced state" is a gaming state in which the probability of winning in the normal symbol hit determination, which is performed on the condition that a game ball wins (passes through, enters) the general winning port 43 or the normal symbol gate 44 that becomes the normal drawing start area, the average variation time of the normal symbol corresponding to the determination result of the hit determination, and the opening time when the second start port 47 opens in the auxiliary game executed when it is determined as a win are all disadvantageous to the player.
[0136] On the other hand, the "time shortening state" is a winning determination of the normal symbol that is made on the condition that a game ball wins (passes through, enters) the general winning opening 43 or the normal symbol gate 44 that is the starting area of the normal symbol. The probability of winning, the average variation time of the normal symbol corresponding to the determination result of the winning determination, and at least one of the opening times when the second starting opening 47 opens in the auxiliary game executed when it is determined to be a winning are game states that are more advantageous to the player than the non-time shortening state. Therefore, in the "time shortening state", when a game ball passes through the general winning opening 43 or the normal symbol gate 44 that is the starting area of the normal symbol, the second starting opening 47 is more likely to be controlled in the opening mode than in the "non-time shortening state". As a result, in the "time shortening state", the player can advantageously progress the game in a state where it is more difficult to consume game balls than in the non-time shortening state (normal game state).
[0137] In this embodiment, as the time shortening game state via the jackpot game, a time shortening game state A1 and a time shortening game state A2 are set, and as the time shortening game state that does not pass through the jackpot game, a time shortening game state B, a time shortening game state C1, and a time shortening game state C2 are set. The degree of advantage of each time shortening game state is such that time shortening game state B > time shortening game state C2 > time shortening game state A1 > time shortening game state A2 ≒ time shortening game state C1.
[0138] Specifically, the probability variable game state, the time shortening game state A1, the time shortening game state B, and the time shortening game state C2 are a first specific game state in which a game ball is more likely to win the second starting opening 47 than in the normal game state and the base value (number of payout balls ÷ number of launched balls × 100) is higher than in the normal game state. The time shortening game state A2 and the time shortening game state C1 are a second specific game state in which a game ball is more likely to win the second starting opening 47 than in the normal game state, but less likely to win the second starting opening 47 than in the first specific game state, and the base value is higher than in the normal game state, but lower than in the first specific game state.
[0139] In this embodiment, the probability of winning the jackpot in the high-probability state is not limited to five times the probability of winning the jackpot in the low-probability state (common regardless of the set value), and it may be set to any value such as three times or eight times as long as it is a value of ten times or less.
[0140] Also, in this embodiment, in jackpot determination, it is designed not to win a small prize that is less advantageous to the player than the jackpot. However, for example, it may be set to win a small prize with a probability of about 1 / 100. In this case, the small prize probability may be made the same regardless of which of the set values "1" to "4" it is.
[0141] Also, although the larger the set value, the more advantageous it is to the player (the higher the jackpot probability), conversely, it may be set so that the smaller the set value, the more advantageous it is to the player (the higher the jackpot probability).
[0142] Also, the probability of being determined as a jackpot in the low-probability state and / or the high-probability state may be the same for all set values (1 to 4), or for example, the probability of being determined as a jackpot in the low-probability state and / or the high-probability state may be the same for two or three set values (such as 1 and 2, 1 to 3, etc.). Also, the set values in this embodiment are in four levels from 1 to 4, but are not limited to four levels, and may be more or less than four levels.
[0143] Next, the progress of the game in the gaming machine 1 will be described using a flowchart.
[0144] (Main processing of the main control board) Using FIG. 3, the main processing of the main control board 110 will be described. FIG. 3 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset generated by the supply of a power voltage from the power supply board 160 is input to the main CPU 110a.
[0145] First, in step S1, the main CPU 110a prohibits all interrupts. In step S2, it performs initial settings of the CPU, such as setting internal registers. In step S3, it performs a startup waiting process for other boards. Specifically, it waits for 1 second for the payout control board 120 and the effect control board 130 to start up so that there is no omission of commands from the main control board 110.
[0146] In step S4, the main CPU 110a permits access to the RWM area of the main RAM 110c. In step S5, it transmits an emission permission designation command to the payout control board 120. As a result, processing for permitting the emission of game balls by the emission device 26 by the payout control unit 121 will be performed.
[0147] In step S6, the main CPU 110a determines whether a backup flag indicating power recovery is saved in the game RWM area of the main RAM 110c. If the backup flag is saved, the process proceeds to step S7 assuming power recovery. If the backup flag is not saved, the process proceeds to step S8 assuming the first power-on.
[0148] In step S7, the main CPU 110a calculates the checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c.
[0149] In step S8, the main CPU 110a determines whether there has been a setting change operation. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If there has been a setting change operation, the process proceeds to step S9 assuming a transition to the setting change mode. If there has been no setting change operation, the process proceeds to step S10.
[0150] In step S9, the main CPU 110a performs setting change processing. Specifically, it displays a status confirmation display indicating that the setting is being changed or confirmed on the game state display 69, displays the current setting value saved in the setting value area of the game RWM area on one of the 7-segment LEDs of the information display 113, and transmits a setting change designation command to the effect control board 130.
[0151] Furthermore, every time there is an operation of the RWM clear switch 111a, the setting value is changed (updated) within the range of "1" to "4", the updated setting value is displayed on the 7-segment LED, and when there is a setting confirmation operation in which the setting key switch 112a changes from the ON state to the OFF state, the changed (updated) setting value is saved in the setting value area as the setting value is confirmed, the display of the setting value on the information display 113 is terminated, the status confirmation display on the game state display 69 is terminated, and processing for ending the setting change mode is performed.
[0152] In the effect control board 130 that has received the setting change designation command, processing for executing a setting change notification for notifying that the setting value is being changed is performed. Specifically, a setting change screen indicating that the setting value is being changed is displayed on the image display devices 70 and 71, or the frame lighting device 10 and the board lighting device 76 are fully lit in a predetermined emission color (for example, white) during the setting change. Note that a setting change notification sound ("The setting is being changed") indicating that the setting is being changed may be output from the audio output device 9.
[0153] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the game RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the game RWM area), the process proceeds to step S11. If the checksum is not normal (there is an abnormality in the data in the game RWM area), the process proceeds to step S12 assuming that the control state before power-off cannot be normally restored.
[0154] If the backup flag has not been saved, that is, when the power is turned on for the first time, the checksum is determined to be abnormal.
[0155] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.
[0156] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, transmits an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt inhibition to inhibit timer interruption, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and performs a process of waiting until the power supply is completely cut off. As a result, the performance control board 130 performs a process for executing an irrecoverable error notification.
[0157] An "irrecoverable error" is an error state in which game control is no longer performed (there is no transition to game control), and is designed to not be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error will not be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without a setting change operation, and the power switch must be turned ON with a setting change operation. During an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.
[0158] Note that the "irrecoverable error" was set to be released only when the setting change process was executed, but it may be released also when an RWM clear without the setting change process is executed.
[0159] The "irrecoverable error notification" is a notification for recognizing that an irrecoverable error has occurred, such as displaying an irrecoverable error screen ("Irrecoverable error. Please make a setting change") on the image display devices 70 and 71, fully lighting the frame lighting device 10 and the board lighting device 76 with a predetermined emission color (for example, red) until the power is turned off, or outputting an irrecoverable error sound ("Irrecoverable error") indicating that an irrecoverable error has occurred from the audio output device 9 until the power is turned off + buzzer sound). Note that the audio output device 9, the frame lighting device 10, the image display devices 70 and 71, and the board lighting device 76 may be collectively referred to as "effect devices" in some cases.
[0160] In step S13, the main CPU 110a determines whether there has been an RWM clear operation. Specifically, it determines whether the RWM clear switch 111a is in the ON state. If there has been an RWM clear operation, the process proceeds to step S14 assuming that the RWM clear is to be executed, and if there has been no RWM clear operation, the process proceeds to step S16.
[0161] In step S14, the main CPU 110a performs the RWM clear process. Specifically, it performs a process for initializing the control state of the game (initializing areas other than the set value area of the game RWM area and controlling it to the normal game state).
[0162] In step S15, the main CPU 110a transmits a power-on designation command indicating that the control state of the game has been initialized and the current game state (here, the low-probability non-time-short game state as the normal game state) to the power supply control board 120 and the effect control board 130, and the process proceeds to step S21. As a result, the effect control board 130 will perform a process for executing a power-on notification.
[0163] The "power-on notification" is a notification for recognizing that the control state of the game has been initialized. It includes displaying an initial screen (background image and initial effect symbols "135") at the time of power-on on the image display devices 70 and 71, lighting up all the frame lighting devices 10 and the board lighting device 76 with a predetermined emission color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ( "RWM has been cleared" + buzzer sound) indicating that the RWM area has been initialized from the audio output device 9 for a predetermined period (e.g., 30 seconds). In addition, in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display for notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.
[0164] In step S16, the main CPU 110a determines whether there has been a setting confirmation operation. Specifically, it determines whether the setting key switch 112a is in the ON state. If there has been a setting confirmation operation, the process proceeds to step S17 to enter the setting confirmation mode. If there has been no setting confirmation operation, the process proceeds to step S18 to restore the game control state to the state before power-off.
[0165] In step S17, the main CPU 110a performs a setting confirmation process. Specifically, it displays a status confirmation display indicating that the settings are being changed or confirmed on the game state display 69, displays the current setting value saved in the setting value area of the game RWM area on one of the 7-segment LEDs of the information display 113, and transmits a setting confirmation command to the effect control board 130.
[0166] Furthermore, when there is a confirmation end operation in which the setting key switch 112a changes from the ON state to the OFF state, the display of the setting value on the information display 113 is terminated, the status confirmation display on the game state display 69 is terminated, and a process for ending the setting confirmation mode is performed.
[0167] In the effect control board 130 that has received the setting confirmation command, processing for executing setting confirmation notification for notifying that the setting confirmation is being performed will be carried out. Specifically, a setting confirmation screen indicating that the setting confirmation is in progress is displayed on the image display devices 70 and 71, or the frame lighting device 10 and the panel lighting device 76 are fully lit in a predetermined emission color (for example, white) throughout the setting confirmation. Note that a setting confirmation notification sound ("Confirming the setting value") indicating that the setting confirmation is in progress may be output from the audio output device 9.
[0168] In step S18, the main CPU 110a clears (clears to 0) the backup flag and checksum saved in the game RWM area, and sets the game RWM area at power recovery. As a result, the progress state (control state) of the game returns (recovers) to the state before the power failure, so it becomes possible to resume the game from the state before the power failure.
[0169] In step S19, the main CPU 110a transmits a power recovery command indicating that the control state of the game has recovered and the game state before the power failure to the effect control board 130. As a result, in the effect control board 130, processing for ending the setting confirmation notification and the like described later and executing the power recovery notification will be carried out.
[0170] The "power recovery notification" is a notification for making it recognized that the control state of the game has returned to the state before the power failure. The initial screen (background image and initial effect symbol "135") at power recovery is displayed on the image display devices 70 and 71, or the frame lighting device 10 and the panel lighting device 76 are fully lit in a predetermined emission color (for example, blue) for a predetermined period (for example, 60 seconds), or a power recovery notification sound ("The power has been recovered" + buzzer sound) indicating that the power has been recovered (from the power failure) is output from the audio output device 9 for a predetermined period (for example, 30 seconds). Note that in the power recovery notification, instead of displaying the initial screen on the image display devices 70 and 71, a display for notifying that the power has been recovered may be displayed on the image display devices 70 and 71.
[0171] In step S20, the main CPU 110a transmits other commands (special drawing reservation number designation commands indicating the first reservation number (U1) and the second reservation number (U2), general drawing reservation number designation commands indicating the general drawing reservation number (G), etc.) to the effect control board 130. As a result, the effect control board 130 can grasp the special drawing reservation number and the general drawing reservation number, and processing for causing the first image display device 70 to display the first reservation icon and the second reservation icon will be performed.
[0172] In step S21, the main CPU 110a transmits a setting value designation command to the effect control board 130. As a result, the effect control board 130 can grasp the current setting value. Note that this setting value designation command may be transmitted to the effect control board 130 before a power-on designation command or a power recovery designation command is transmitted. Also, the setting value designation command may be transmitted every time the variable display of the special symbol starts, or may be transmitted every time a big win game starts.
[0173] In step S22, the main CPU 110a activates a CTC (counter timer circuit) for generating a timer interrupt (4 milliseconds), and in step S23, permits all interrupts.
[0174] In step S24, the main CPU 110a performs processing to update a reach determination random number value for determining the variation mode (variation time) of the special symbol, and a special symbol determination random number value, and in step S25, performs initial value random number value update processing to update an initial value random number value for big win determination, an initial value random number value for special symbol determination, an initial value random number value for hit determination, and an initial value random number value for normal symbol determination.
[0175] Next, in step S26, the main CPU 110a determines whether or not a power-off (power failure) has occurred. Specifically, it determines whether or not a power-off detection signal has been input from the power-off detection circuit of the power supply board 160. If the power-off detection signal has not been input, it proceeds to step S24, and if the power-off detection signal has been input, it proceeds to step S27.
[0176] In step S27, the main CPU 110a sets an interrupt prohibition that prohibits timer interrupts. In step S28, it performs a process of clearing the output port. In step S29, it calculates the checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c and saves it in the game RWM area. In step S30, it performs a process of saving a backup flag in the game RWM area of the main RAM 110c. In step S31, it performs a process of prohibiting RAM access and waits until the supply of the power voltage is completely cut off.
[0177] In this way, regarding the setting change operation, since a plurality of conditions (operations) are set, it is not possible to easily perform a setting change, so illegal acts can be suppressed, and it becomes possible to improve the security of the gaming machine.
[0178] Also, since the number of conditions (operations) set for the setting change operation is larger than the number of conditions (operations) set for the RWM clear operation and the setting confirmation operation, it is possible to enhance the security of the event of setting change, which is the most likely event for illegal acts to occur, and it becomes possible to effectively prevent illegal acts.
[0179] Also, when the checksum is abnormal, an irrecoverable error process is executed to stop the progress of the game. In this way, the gaming machine will not cause trouble to the game parlor or the player by performing unexpected operations, and it becomes possible to improve the reliability of the gaming machine.
[0180] Also, when the value in the set value area is not within the appropriate range, that is, when there is a possibility that the previous power-off occurred during the setting change, even if the checksum is normal, an irrecoverable error process is executed to stop the progress of the game. In this way, the game will not progress with a set value that is not intended by the game parlor side, and it becomes possible to improve the reliability of the gaming machine.
[0181] Note that although the power - on command and the power - recovery command are transmitted including information indicating the current game state, after transmitting the power - on command or the power - recovery command, a game - state command indicating the current game state may be transmitted.
[0182] Also, a setting - change command is transmitted at the start of the setting - change process, and a power - on command is transmitted after the end of the setting - change process. However, a setting - change start command may be transmitted instead of the setting - change command, and a setting - change end command may be transmitted instead of the power - on command. In this case, the setting - change end command may be transmitted at the end of the setting - change process or after the end of the setting - change process.
[0183] Also, when a setting change is made, an RWM clear process is performed after the setting change is made, but the RWM clear process may be performed before the setting change is made.
[0184] (Timer interrupt processing of the main control board) Using FIG. 4, the timer interrupt processing of the main control board 110 will be described. FIG. 4 is a flowchart showing the timer interrupt processing executed every predetermined period (4 milliseconds) in the main control board 110.
[0185] First, in step S100, the main CPU 110a saves the information stored in the register in the stack area, and in step S110, performs time - control processing to update various time counters necessary for controlling the progress of the game. For example, a process of subtracting 1 from the special symbol variation time counter, etc., is performed.
[0186] In step S120, the main CPU 110a performs a specific random number update process for updating the jackpot determination random number value, special symbol determination random number value, special pattern variation pattern determination random number value, hit determination random number value, normal symbol determination random number value, and normal pattern variation pattern determination random number value. Specifically, each random number value and the random number counter are incremented by 1 for update. When the added random number counter exceeds the maximum value of the random number range (when the random number counter makes one full cycle), the random number counter is reset to 0. When the random number counter returns to the initial value of the cycle, the corresponding initial value random number value is set as the new initial value of the cycle to newly update the random number value.
[0187] In step S130, the main CPU 110a performs an initial value random number value update process for updating the initial value random number value for jackpot determination, special symbol determination, hit determination, and normal symbol determination, in the same manner as in step S30.
[0188] In step S200, the main CPU 110a determines whether there is an input to various switches such as the general winning opening detection switch 43a, the first big winning opening detection switch 50a, the second big winning opening detection switch 56a, the first start opening detection switch 45a, the second start opening detection switch 47a, the gate detection switch 44a, and the out ball detection switch 39a. When there is an input, it performs an input control process for setting predetermined data. Details will be described later with reference to FIG. 5.
[0189] In step S300, the main CPU 110a performs a special symbol special power control process for performing special symbol remaining number determination (such as jackpot determination), display control of special symbols, opening and closing control of the big winning opening 50 (the first big winning opening opening and closing member 51), control of the game state, etc. Details will be described later with reference to FIG. 8.
[0190] In step S400, the main CPU 110a performs a normal symbol normal power control process for performing normal symbol stored number determination (such as hit determination), display control of normal symbols, opening and closing control of the second start opening 47 (the second start opening opening and closing member 48), etc.
[0191] Note that the types of winning ordinary symbols and losing ordinary symbols determined as the determination results of the ordinary symbol determination information performed in the ordinary symbol and ordinary electricity control process are the same without changing according to the set values. By doing so, the game play does not become overly complex, and it becomes possible for the player to play the game with confidence.
[0192] Also, the selection ratios of various winning ordinary symbols and the selection ratios of various losing ordinary symbols determined as the determination results of the ordinary symbol determination information performed in the ordinary symbol and ordinary electricity control process are constant without changing according to the set values. By doing so, the degree of advantage for the player does not change extremely depending on the set value, and it becomes possible for the player to play the game with confidence.
[0193] Next, in step S500, the main CPU 110a transmits a payout state confirmation designation command for confirming the payout state of the payout control board 120 to the payout control board 120, or refers to the payout counters described later (3-ball payout counter, 10-ball payout counter, 15-ball payout counter), and performs a payout control process for transmitting a payout number designation command corresponding to each winning port to the payout control board 120. Thereby, the payout control board 120 executes control for paying out prize balls from the payout device 100.
[0194] In step S600, the main CPU 110a determines the occurrence of magnetic anomalies and radio wave anomalies based on the input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs a magnetic / radio wave anomaly determination process for transmitting a magnetic anomaly error designation command and a radio wave anomaly error designation command to the effect control board 130. Note that when the effect control board 130 receives a magnetic anomaly error designation command or a radio wave anomaly error designation command, it performs control for performing a magnetic anomaly error notification and a radio wave anomaly error notification.
[0195] In step S700, the main CPU 110a performs data creation processing for creating data such as external information data (game information) output from the game information output terminal board 90, start opening / closing data output to the second start opening / closing solenoid 48b, big winning opening / closing data output to the big winning opening / closing solenoid 51b, special symbol display data output to the first special symbol display 60 and the second special symbol display 61, normal symbol display data output to the normal symbol display 62, special symbol hold display data output to the first special symbol hold display 63 and the second special symbol hold display 64, and normal symbol hold display data output to the normal symbol hold display 65.
[0196] In step S750, the main CPU 110a performs output control processing for executing port output processing for outputting signals such as the external information data, start opening / closing data, and big winning opening / closing data created in step S700, display output processing for outputting signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data, payout command transmission processing for transmitting commands set in the payout transmission data storage area of the main RAM 110c to the payout control board 120, and effect command transmission processing for transmitting commands set in the effect transmission data storage area of the main RAM 110c to the effect control board 130.
[0197] In step S800, the main CPU 110a performs processing for calling an information program. Specifically, after prohibiting interrupts, the flag register is saved to the game RWM area, and processing for calling the target information program by a CALL instruction is performed.
[0198] In step S810, the main CPU 110a performs a game ball counting process (information program). Specifically, it performs a process for counting the normal payout number, which is the number of prize balls paid out based on the winning of game balls at various winning openings (general winning opening, big winning opening, start opening) during the normal game state, the normal out number, which is the number of game balls detected by the out ball detection switch 39a during the normal game state, and the total out number, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.
[0199] Note that since the total out number, the normal payout number, and the normal out number are game information that is not affected (independent of the set value) even if the set value is changed, it is possible to calculate performance information (normal base value described later) that excludes the influence of the set value by counting these, and it becomes possible to use this for grasping the performance of the gaming machine 1.
[0200] In step S830, the main CPU 110a performs a performance information calculation process (information program). Specifically, it calculates the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section delimited by the total out number, and performs a process of saving the normal base value rounded to the first decimal place in the first area of the base storage area set in the information RWM area.
[0201] Note that the game section is updated every time the total out number reaches 60,000, and the base storage area is provided with a first area for storing the normal base value in the current game section, a second area for storing the normal base value in the previous game section, a third area for storing the normal base value in the game section two times before, and a fourth area for storing the normal base value in the game section three times before. The base values for four game sections including the current one are saved in their respective areas.
[0202] In step S850, the main CPU 110a performs performance display data setting processing (information program). Specifically, it performs processing to set performance display data for causing the information display 113 to display while switching the normal base values (performance information) for four game sections calculated in the performance information calculation processing and saved in the base storage area every 5 seconds.
[0203] In step S870, the main CPU 110a performs test data creation processing (information program). Specifically, it performs processing to create test data (test information) to be output to test equipment used when conducting a test on the gaming machine 1.
[0204] In step S880, the main CPU 110a performs output control processing (information program). Specifically, it performs display output processing to output signals such as the performance display data (performance information) set in step S850 to various displays, and processing to output signals such as the test data created in step S870.
[0205] In step S890, the main CPU 110a performs processing for when the game program resumes. Specifically, it performs processing to restore the flag register from the game RWM area and permit interrupts to resume to the game program.
[0206] In step S900, the main CPU 110a restores the information saved in step S100 to the registers of the main CPU 110a and ends the current timer interrupt processing.
[0207] In this way, since timer interrupts are not executed in the setting change processing, RWM clear processing, and setting confirmation processing, the counting of the payout number and out number, the calculation of the performance information of the gaming machine, and the display of the performance information of the gaming machine are not performed, so it becomes possible to reduce the control burden on the main control board 110.
[0208] In the timer interrupt process of the main control board 110, the performance information calculation process was performed, but it may also be performed in the main process of the main control board 110. Also, the game ball counting process may also be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.
[0209] Also, for the normal base calculated as performance information, it is calculated by ((normal payout number ÷ normal out number)) × 100, but the payout number in the second specific game state (time-limited game state A2, time-limited game state C1) may be included in the normal payout number, and the out number in the second specific game state (time-limited game state A2, time-limited game state C1) may be included in the normal out number. Also, the payout number other than during the auxiliary game in which the second start port 47 is in long open state in the second specific game state may be included in the normal payout number, and the out number other than during the auxiliary game in which the second start port 47 is in long open state in the second specific game state may be included in the normal out number.
[0210] (Input control process of the main control board) Using FIG. 5, the input control process of the main control board 110 will be described. FIG. 5 is a flowchart showing the input control process in the main control board 110.
[0211] The main CPU 110a performs general winning port detection switch input processing in step S210. In this general winning port detection switch input processing, it is determined whether a detection signal is input from the general winning port detection switch 43a, that is, whether a game ball has won in the general winning port 43. If no detection signal is input from the general winning port detection switch 43a, the process proceeds to step S220.
[0212] When a detection signal is input from the general winning port detection switch 43a, data indicating 5 bonus balls is added to and updated in the bonus ball counter for the general winning port (5-bonus ball counter) used for bonus balls, and "1" is added to and updated in the winning ball counter (D) indicating the number of game balls that have entered the winning port (D ← D + 1), and then the general winning port detection switch input processing ends.
[0213] In step S220, the main CPU 110a performs a detection switch input process for the big winning opening. In this detection switch input process for the big winning opening, it is determined whether a detection signal is input from the first big winning opening detection switch 50a or the second big winning opening detection switch 56a, that is, whether a game ball has won in the first big winning opening 50 or the second big winning opening 56. If no detection signal is input from the first big winning opening detection switch 50a or the second big winning opening detection switch 56a, the process proceeds to step S230.
[0214] When a detection signal is input from the first big winning opening detection switch 50a or the second big winning opening detection switch 56a, data indicating 15 bonus balls is added to and updated in the bonus ball counter for the big winning opening (15 - ball bonus counter) used for bonus balls, "1" is added to and updated in the winning ball counter (D) indicating the number of game balls that have entered the winning opening (D←D + 1), and it is determined whether the current game is a big win game (special game). If the current game is a big win game, "1" is added to and updated in the round winning counter (C) for counting the game balls that have won in the big winning opening 50 (C←C + 1), and the detection switch input process for the big winning opening is terminated.
[0215] If the current game state is not in the special game state, "1" is added to and updated in the illegal winning ball counter (E) indicating the number of game balls that have won (entered the ball) in the specific winning openings (the second start opening 47, the big winning opening 50) outside the winning period (E←E + 1), it is determined whether the value of the illegal winning ball counter (E) is greater than a specified number (for example, 10), and if the value of the illegal winning ball counter (E) is less than or equal to the specified number, the detection switch input process for the big winning opening is terminated.
[0216] If the value of the illegal winning ball counter (E) is greater than the specified number, an illegal winning error designation command is set in the production transmission data storage area as if an illegal winning (illegal ball entry) has occurred where a game ball has won (entered the ball) outside the winning period. As a result, the illegal winning error designation command is transmitted to the production control board 130, and the production control board 130 performs an illegal winning error notification to notify that an illegal winning has occurred.
[0217] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of the main RAM 110c, the illegal winning ball counter (E) is cleared, and the detection switch input process for the big winning opening is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and it becomes possible for an external device to grasp (identify) that an illegal winning has occurred.
[0218] In step S230, the main CPU 110a performs a first start opening detection switch input process. In this first start opening detection switch input process, it is determined whether a detection signal from the first start opening detection switch 45a has been input, that is, whether a game ball has won in the first start opening 45. The details of the first start opening detection switch input process will be described later.
[0219] In step S240, the main CPU 110a performs a second start opening detection switch input process. In this second start opening detection switch input process, it is determined whether a detection signal from the second start opening detection switch 47a has been input, that is, whether a game ball has won in the second start opening 47. The details of the second start opening detection switch input process will be described later.
[0220] In step S250, the main CPU 110a performs a general drawing start opening detection switch input process. In this general drawing start opening switch input process, it is determined whether a detection signal has been input from a specific general winning opening detection switch 43a or a gate detection switch 44a provided at the general winning opening 43 that is the general drawing start area, that is, whether a game ball has won (passed through, entered) the general winning opening 43 or the general drawing gate 44 that is the general drawing start area. If no detection signal is input from the specific general winning opening detection switch 43a or the gate detection switch 44a, the input control process is terminated.
[0221] When a detection signal is input from a specific general winning port detection switch 43a or a gate detection switch 44a, it is determined whether the number of general pattern holds stored in the general pattern hold memory area, i.e., the general pattern hold count, is less than 4. If the general pattern hold count is not less than 4, the input control process ends.
[0222] If the general pattern hold count is less than 4, the general pattern hold count is updated by adding "1" to it, general pattern determination information (random number value for jackpot determination, random number value for general symbol determination, random number value for general pattern variation pattern determination) is acquired, the available memory areas are sequentially searched from the first memory area in the general symbol hold memory area, and the acquired general pattern determination information is stored in the available memory area, and the input control process ends.
[0223] (First start port detection switch input process of main control board) Using FIG. 6, the first start port detection switch input process of the main control board 110 will be described. FIG. 6 is a flowchart showing the first start port detection switch input process in the main control board 110.
[0224] First, in step S230-1, the main CPU 110a determines whether a detection signal has been input from the first start port detection switch 45a (a game ball has won in the first start port 45). If a detection signal has been input from the first start port detection switch 45a, the process proceeds to step S230-2, and if a detection signal has not been input from the first start port detection switch 45a, the current first start port detection switch input process ends.
[0225] In step S230-2, the main CPU 110a performs a process of updating by adding data indicating 3 prize balls to the 3 prize ball counters used for prize balls, and in step S230-3, special symbol determination information (random number value for jackpot determination, random number value for special symbol determination, random number value for reach determination, random number value for special symbol variation pattern determination) is acquired.
[0226] In step S230-4, main CPU 110a determines whether the first reserved number (U1) stored in the first special symbol reservation memory area is less than 4. If the first reserved number (U1) is less than 4, the process proceeds to step S230-5. If the first reserved number (U1) is not less than 4, the current first start port detection switch input process ends.
[0227] In step S230-5, main CPU 110a performs a process of adding "1" to the first reserved number (U1) for update (U1 ← U1 + 1). In step S230-6, the first reserved number designation command corresponding to the updated first reserved number (U1) is set in the production transmission data storage area. As a result, the first reserved number designation command is transmitted to the production control board 130, and the production control board 130 can grasp the first reserved number.
[0228] In step S230-7, main CPU 110a stores the special symbol determination information acquired in the first special symbol reservation memory area. Specifically, since the first special symbol reservation memory area is divided into the first storage unit to the fourth storage unit, the empty storage units are searched in order from the first storage unit, and the acquired special symbol determination information is stored in the empty storage unit.
[0229] As described above, the first reserved memory composed of special symbol determination information (big win determination random value, special symbol determination random value, reach determination random value, and special symbol variation pattern determination random value, etc.) is stored in a predetermined storage unit of the first special symbol reservation memory area.
[0230] In step S230-8, main CPU 110a determines whether the current game state is in a non-time-limited game state. If it is in a non-time-limited game state, the process proceeds to step S230-10. If it is not in a non-time-limited game state, in step S230-9, it is determined whether it is in the time-limited game state A2 or C1. If it is in the time-limited game state C1, the process proceeds to step S230-10. If it is not in the time-limited game state C1, the current first start port detection switch input process ends.
[0231] In step S230-10, main CPU 110a performs first look-ahead processing. In this first look-ahead processing, with reference to a pre-determination table corresponding to the game state (see FIGS. 18(a) and 19(c)), the special symbol determination information (first hold memory) obtained this time is determined (pre-determined) before the variable display of the special symbol based on the determination information is performed, and a planned variation pattern, which is the variation pattern to be executed, is determined. The details of the pre-determination table will be described later.
[0232] In step S230-10, main CPU 110a sets a first look-ahead designated command corresponding to the planned variation pattern determined in the first look-ahead processing of step S230-8 in the production transmission data storage area, and ends the current first start port detection switch input processing.
[0233] As a result, the first look-ahead designated command is transmitted to production control board 130, and production control board 130 can execute a look-ahead preview production in which a predetermined preview production is executed over one or a plurality of variable displays to be executed before the start of the variable display of the special symbol corresponding to the first look-ahead designated command. The look-ahead preview production is performed using one or a plurality of an image display device, an audio output device 9, a frame lighting device 10, a first movable member 73, a second movable member 74, and a board lighting device 76.
[0234] Note that in the case of the time-saving game state C1, the special symbol determination information obtained based on the winning of a game ball in the first start port 45 is pre-determined, but it may be pre-determined only in the case of a non-time-saving game state for the special symbol determination information obtained based on the winning of a game ball in the first start port 45.
[0235] (Second start port detection switch input processing of main control board) Using FIG. 7, the second start port detection switch input processing of main control board 110 will be described. FIG. 7 is a flowchart showing the second start port detection switch input processing in main control board 110.
[0236] First, in step S240-1, the main CPU 110a determines whether a detection signal from the second start port detection switch 47a is input (a game ball wins a prize at the second start port 47). If a detection signal from the second start port detection switch 47a is input, the process proceeds to step S240-2. If a detection signal from the second start port detection switch 47a is not input, the current second start port detection switch input process ends.
[0237] In step S240-2, the main CPU 110a performs a process of adding and updating data indicating two prize balls to the two prize ball counters used for prize balls. In step S240-3, the main CPU 110a acquires special figure determination information (big win determination random value, special symbol determination random value, reach determination random value, special figure variation pattern determination random value).
[0238] In step S240-4, the main CPU 110a determines whether the second reserved number (U2) stored in the second special symbol reservation memory area is less than 4. If the second reserved number (U2) is less than 4, the process proceeds to step S240-5. If the second reserved number (U2) is not less than 4, the current second start port detection switch input process ends.
[0239] In step S240-5, the main CPU 110a performs a process of adding "1" to the second reserved number (U2) for update (U2 ← U2 + 1). In step S240-6, the main CPU 110a sets the second reserved number designation command corresponding to the updated second reserved number (U2) in the production transmission data storage area. As a result, the second reserved number designation command is transmitted to the production control board 130, and the production control board 130 can grasp the second reserved number.
[0240] In step S240-7, the main CPU 110a stores the special figure determination information acquired in the second special symbol reservation memory area. Specifically, since the second special symbol reservation memory area is divided into a first storage unit to a fourth storage unit, the main CPU 110a searches for an empty storage unit in order from the first storage unit and stores the acquired special figure determination information in the empty storage unit.
[0241] As described above, the predetermined storage unit of the second special symbol hold memory area stores the second hold memory composed of special symbol determination information (big win determination random value, special symbol determination random value, reach determination random value, special symbol variation pattern determination random value, etc.).
[0242] In step S240-8, the main CPU 110a performs the second look-ahead process. In this second look-ahead process, with reference to a pre-determination table according to the game state (see FIGS. 18(b), 19(a), and 19(b)), the special symbol determination information (second hold memory) obtained this time is determined (pre-determined) before the variable display of the special symbol based on the determination information is performed, and the planned variation pattern that is the variation pattern to be executed is determined. The details of the pre-determination table will be described later.
[0243] In step S240-9, the main CPU 110a sets the second look-ahead designated command corresponding to the planned variation pattern determined in the second look-ahead process of step S240-8 in the production transmission data storage area, and ends the current first start port detection switch input process.
[0244] As a result, the second look-ahead designated command is transmitted to the production control board 130, and the production control board 130 can execute a look-ahead preview effect that executes a predetermined preview effect over one or a plurality of variable displays to be executed before the variable display of the special symbol corresponding to the second look-ahead designated command is started. The look-ahead preview effect is performed using one or a plurality of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.
[0245] Regarding the second look-ahead process, although the special symbol determination information obtained based on the winning of the game ball into the second start port 47 is pre-determined regardless of the game state, it may be pre-determined only when it is in the time-saving game state, based on the special symbol determination information obtained based on the winning of the game ball into the second start port 47.
[0246] (Special Drawing Special Electric Control Process of Main Control Board) Using FIG. 8, the special drawing special electric control process of the main control board 110 will be described. FIG. 8 is a flowchart showing the special drawing special electric control process in the main control board 110.
[0247] First, in step S301, the main CPU 110a loads the value of the special drawing special electric processing data, refers to the branch destination address from the special drawing special electric processing data loaded in step S302, executes the process corresponding to the branch destination address, and ends the current special drawing special electric control process.
[0248] Specifically, if the special drawing special electric processing data = 0, based on the determination result of the hold memory (special drawing determination information), the variable display of the special symbol is started and the variable time is set, and the start command (special symbol memory designation command as a start signal, game state designation command, special symbol designation command, special drawing variable pattern designation command) accompanying the start of the variable display is transmitted to the effect control board 130, and the special symbol memory determination process (step S310) for performing processes such as changing the special drawing special electric processing data to "1" is executed, and the current special drawing special electric control process is ended. The details of the special symbol memory determination process will be described later.
[0249] If the special drawing special electric processing data = 1, the variable display of the special symbol is stopped by the elapse of the variable time and the stop time (for example, 0.5 seconds) is set, and the special symbol variable process (step S320) for performing processes such as transmitting the stop command (special drawing stop command as a stop signal) to the effect control board 130 and changing the special drawing special electric processing data to "2" is executed, and the current special drawing special electric control process is ended. The details of the special symbol variable process will be described later.
[0250] If the special drawing special power processing data = 2, then when the stop time of the special symbol (for example, 0.5 seconds) has elapsed, if it is a losing special symbol, the special drawing special power processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and a process for transmitting an opening designation command to the effect control board 130 and a special symbol stop process (step S330) for changing the special drawing special power processing data to "3" are executed, and the current special drawing special power control process is terminated. The details of the special symbol stop process will be described later.
[0251] If the special drawing special power processing data = 3, then when the opening time of the jackpot game has elapsed, a process for starting the round game and transmitting a round number designation command to the effect control board 130, a process for setting the ending time of the jackpot game based on the end of the final round game and transmitting an ending designation command to the effect control board 130, and a process for changing the special drawing special power processing data to "4" are executed, and a jackpot game process (step S340) for performing the like is executed, and the current special drawing special power control process is terminated.
[0252] If the special drawing special power processing data = 4, then when the ending time has elapsed, a process for ending the jackpot game, a process for setting the game state (low probability short game state, high probability short game state, high probability times, short time times) after the jackpot ends, and a process for changing the special drawing special power processing data to "0" are executed, and a jackpot game end process (step S350) for performing the like is executed, and the current special drawing special power control process is terminated. The details of the jackpot game end process will be described later.
[0253] (Special Symbol Memory Judgment Process of the Main Control Board) Using FIG. 9, the special symbol memory judgment process (game program) of the main control board 110 will be described. FIG. 9 is a flowchart showing the special symbol memory judgment process in the main control board 110.
[0254] First, in step S310-1, the main CPU 110a determines whether the special symbol is in the process of variable display. If the special symbol is in the process of variable display, the current special symbol storage determination process ends. If the special symbol is not in the process of variable display, the process proceeds to step S310-2.
[0255] In step S310-2, the main CPU 110a determines whether the second reserved number (U2) is 1 or more. If the second reserved number (U2) is 1 or more, the process proceeds to step S310-3. If the second reserved number (U2) is not 1 or more, the process proceeds to step S310-4.
[0256] In step S310-3, the main CPU 110a updates the second reserved number (U2) by subtracting "1", and in step S310-6, sets the special symbol storage designation command corresponding to the subtracted second reserved number (U2) in the production transmission data storage area of the main RAM 110c. As a result, the special symbol storage designation command is transmitted to the production control board 130, and processing for updating the reserved icon displayed on the first image display device 70 and the display of the icon is performed.
[0257] In step S310-7, the main CPU 110a sets the game state designation command corresponding to the current game state in the production transmission data storage area of the main RAM 110c. In step S310-8, a shift process is performed on the data stored in the second special symbol reserved storage area, and the special symbol determination information stored in the first to fourth storage units is shifted to the previous storage unit.
[0258] For example, the special symbol determination information stored in the fourth storage unit of the second special symbol reserved storage area is shifted to the third storage unit of the second special symbol reserved storage area. Also, the special symbol determination information stored in the first storage unit of the second special symbol reserved storage area is shifted to the zeroeth storage unit, which is the special symbol execution storage area, and the special symbol determination information used in the previous game stored in the zeroeth storage unit is erased.
[0259] On the other hand, in step S310-4, the main CPU 110a determines whether the first reserved number (U1) is 1 or more. If the first reserved number (U1) is 1 or more, the process proceeds to step S310-5. If the first reserved number (U1) is not 1 or more, the process proceeds to step S319-1.
[0260] In step S310-5, the main CPU 110a updates the first reserved number (U1) by subtracting "1", and in step S310-6, it sets the special symbol storage designation command corresponding to the subtracted first reserved number (U1) in the production transmission data storage area of the main RAM 110c. As a result, the special symbol storage designation command is transmitted to the production control board 130, and processes for updating the reserved icon displayed on the first image display device 70 and the display of the icon are performed.
[0261] In step S310-7, the main CPU 110a sets the game state designation command corresponding to the current game state in the production transmission data storage area of the main RAM 110c. In step S310-8, it performs a shift process on the data stored in the first special symbol reserved storage area, and shifts the special symbol determination information stored in the first to fourth storage units to the previous storage unit.
[0262] For example, the special symbol determination information stored in the fourth storage unit of the first special symbol reserved storage area is shifted to the third storage unit of the first special symbol reserved storage area. Also, the special symbol determination information stored in the first storage unit of the first special symbol reserved storage area is shifted to the 0th storage unit, which is the special symbol execution storage area, and the special symbol determination information used in the previous game stored in the 0th storage unit is erased.
[0263] Note that along with the shift process of the special symbol determination information in step S310-8, the special symbol reserved display data indicating the subtracted first reserved number (U1) and the second reserved number (U2) is set in a predetermined area of the main RAM 110c. As a result, the display contents of the first special symbol reserved display 63 and the second special symbol reserved display 64 are updated.
[0264] Also, in the present embodiment, in steps S310-2 to S310-8, the second special symbol retention memory area is shifted with priority over the first special symbol retention memory area (the second retention count is subtracted with priority over the first retention count). However, in the order in which the game balls enter the start port, the first special symbol retention memory area or the second special symbol retention memory area may be shifted (the first retention count and the second retention count are subtracted in the winning order), or the first special symbol retention memory area may be shifted with priority over the second special symbol retention memory area (the first retention count is subtracted with priority over the second retention count).
[0265] In step S311, the main CPU 110a performs a jackpot determination process. Specifically, a process is performed to determine whether it is a jackpot or not and the type of the special symbol to be stopped and displayed based on the special symbol determination information (jackpot determination random value) stored in the 0th storage unit which is the special symbol execution storage area. The details of the jackpot determination process will be described later.
[0266] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of the special symbol determined in the jackpot determination process in the production transmission data storage area of the main RAM 110c. As a result, the special symbol designation command is transmitted to the production control board 130, and a process for determining the production symbol 70a to be stopped and displayed as a result of the variable production is performed.
[0267] In step S313, the main CPU 110a performs a special symbol variation pattern determination process. Specifically, a process is performed to determine the variation pattern (special symbol variation pattern) of the special symbol based on the special symbol determination information stored in the 0th storage unit which is the special symbol execution storage area. The details of the special symbol variation pattern determination process will be described later.
[0268] In step S314, the main CPU 110a sets a special figure variation pattern designation command corresponding to the type of special figure variation pattern determined in the special figure variation pattern determination process in the production transmission data storage area of the main RAM 110c. As a result, the special figure variation pattern designation command is transmitted to the production control board 130, and a process for determining a variation production pattern, which is a production mode of the variation production performed during the variation display of the special symbol, is performed.
[0269] In step S315, the main CPU 110a sets the variation time (counter value) of the special symbol corresponding to the special figure variation pattern determined in the special figure variation pattern determination process in a predetermined area of the main RAM 110c, and in step S316, starts the variation display of the special symbol. As a result, the lighting data of the LED for executing the variation display of the special symbol is created in the data creation process of step S700, and the created lighting data is output in the output control process of step S800, so that the variation display of the special symbol is performed on the first special symbol display 60 or the second special symbol display 61.
[0270] In step S317, the main CPU 110a clears the customer waiting state flag for ending the customer waiting state, and in step S318, sets "1" in the special figure special electric processing data, and ends the current special symbol memory determination process.
[0271] In step S319-1, the main CPU 110a determines whether or not a customer waiting state flag indicating the customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol memory determination process is ended. If the customer waiting state flag is not set, the process proceeds to step S319-2. Note that the customer waiting state may include, as a requirement, a state in which the variation display of the special symbol and the big win game (special game) are not being executed, but the variation display of the normal symbol and the auxiliary game are not being executed.
[0272] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of the main RAM 110c. In step S319-3, it sets a customer waiting state designation command indicating that it is in the customer waiting state in the production transmission data storage area of the main RAM 110c, and then ends the current special symbol memory determination process. As a result, the customer waiting state designation command is transmitted to the production control board 130, and a process for executing a customer waiting demo production for prompting the player to play the game is performed.
[0273] (Jackpot determination process of the main control board) The jackpot determination process of the main control board 110 will be described with reference to FIG. 10. FIG. 10 is a flowchart showing the jackpot determination process in the main control board 110.
[0274] In step S311-1, the main CPU 110a refers to the set values stored in the set value area of the main RAM 110c. In step S311-2, it selects a jackpot determination table (see FIG. 11) for determining whether it is a jackpot, a normal loss, or a special loss. The details of the jackpot determination table will be described later.
[0275] In step S311-3, the main CPU 110a collates the current set value and the jackpot determination random number value with the jackpot determination table to determine whether it is a jackpot, a normal loss, or a special loss. If it is a jackpot, the process proceeds to step S311-4; if it is not a jackpot, the process proceeds to step S311-6.
[0276] In step S311-4, the main CPU 110a sets the game state information at the time of jackpot winning in a predetermined area of the main RAM 110c. In step S311-5, it selects a special symbol determination table for the jackpot (see FIG. 12(a)) for determining the type of jackpot special symbol, and then proceeds to step S311-9. The details of the special symbol determination table for the jackpot will be described later.
[0277] In step S311-6, main CPU 110a checks the current set value and the jackpot determination random value against the jackpot determination table to determine whether it is a special loss. If it is a special loss, the process proceeds to step S311-7. If it is not a special loss, the process proceeds to step S311-8 assuming it is a normal loss.
[0278] In step S311-7, main CPU 110a selects a small win special symbol determination table (see FIG. 12(b)) for determining the type of special loss special symbol and proceeds to step S311-9. The details of the special loss special symbol determination table will be described later.
[0279] In step S311-8, main CPU 110a selects a loss special symbol determination table (see FIG. 12(c)) for determining the normal loss special symbol and proceeds to step S311-9. The details of the loss special symbol determination table will be described later.
[0280] In step S311-9, main CPU 110a checks the type of special symbol (first special symbol, second special symbol) for which the jackpot determination is to be made and the special symbol determination random value against the special symbol determination table to determine the special symbol that will be stopped and displayed as a result of the variable display executed on the first special symbol display 60 or the second special symbol display 61.
[0281] In step S311-10, main CPU 110a sets the stop special symbol data corresponding to the special symbol determined in step S311-9 in a predetermined area of main RAM 110c and ends the current jackpot determination process.
[0282] (Jackpot Determination Table) FIG. 11(a) is a jackpot determination table for the first special symbol for determining the special symbol determination information obtained based on the winning (entry) of the game ball into the first start port 45 (big win determination), and FIG. 11(b) is for determining the special symbol determination information obtained based on the winning (entry) of the game ball into the second start port 47 (big win determination). It is a jackpot determination table for the second special symbol.
[0283] As shown in FIGS. 11(a) to 11(b), in the jackpot determination table, the current setting value, the current probability state, the jackpot determination random value, and the jackpot determination result (big win, special loss, normal loss) are associated with each other, and as a reference, the approximate winning probability when it is a "big win" and the approximate winning probability when it is a "special loss" are described in the rightmost column.
[0284] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in FIG. 11(a) or the jackpot determination table for the second special symbol shown in FIG. 11(b), and based on the current setting value, probability state, and jackpot determination random value, determines whether it is a "big win" that will execute a big win game, a "special loss" that will cause a time shortening state, or a "normal loss" that will neither execute a big win game nor cause a time shortening state.
[0285] For example, according to the jackpot determination table for the first special symbol shown in FIG. 11(a), when the setting value is "1" and it is in the normal game state, 200 jackpot determination random values from "100" to "299" are determined as "big win". Also, 100 jackpot determination random values from "2000" to "2099" are determined as "special loss (time shortening)". And the jackpot determination random values other than those determined as big win or special loss are determined as "loss".
[0286] As described above, as the first feature of the jackpot determination table shown in FIG. 11, as the result of the jackpot determination, there are set a normal loss where the game state does not change, and a special loss that can change the game state without going through the jackpot game. By doing so, the game performance can be enhanced and the interest of the game can be improved.
[0287] Further, as the second feature of the jackpot determination table shown in FIG. 11, the probability of being determined as a special loss is different between the case of executing the variable display of the first special symbol and the case of executing the variable display of the second special symbol. By doing so, the game performance can be enhanced and the interest of the game can be improved.
[0288] Note that the special symbol determination information acquired based on the winning of the game ball into the first start port 45 is stored in the first special symbol hold storage area of the main RAM 110c, and the special symbol determination information acquired based on the winning of the game ball into the second start port 47 is stored in the second special symbol hold storage area of the main RAM 110c. Then, when performing the jackpot determination, the special symbol determination information stored in the first special symbol hold storage area or the second special symbol hold storage area is shifted to the corresponding storage area of the special symbol determination information in the main RAM 110c, and the jackpot determination is performed using the shifted special symbol determination information.
[0289] Further, the first special symbol hold storage area is divided into a first storage unit to a fourth storage unit, and hold icons corresponding to the special symbol determination information stored in these first to fourth storage units are respectively displayed on the first display unit 70B1 to the fourth display unit 70B4 of the first hold icon display area 70B. The second special symbol hold storage area is divided into a first storage unit to a fourth storage unit, and hold icons corresponding to the special symbol determination information stored in these first to fourth storage units are respectively displayed on the first display unit 70D1 to the fourth display unit 70D4 of the second hold icon display area 70D.
[0290] (Special Symbol Determination Table) Fig. 12(a) is a special symbol determination table for jackpot for determining the type of special symbol when a jackpot is determined. Fig. 12(b) is a special symbol determination table for special loss for determining the type of special symbol when a special loss is determined. Fig. 12(c) is a special symbol determination table for loss for determining the type of special symbol when a loss is determined.
[0291] As shown in Figs. 12(a) to (c), in the special symbol determination table, the type of special symbol to be stopped and displayed, the random value for special symbol determination, the determination result of the special symbol, the stop special symbol data corresponding to the determination result, and the special symbol designation command corresponding to the determination result are associated with each other. As a reference, the lighting pattern of the LEDs in the special symbol display is described in the rightmost column.
[0292] The special symbols "00" and "10" are normal loss special symbols in which a jackpot game is not executed. The special symbols "01" and "11" are jackpot special symbols for executing the first jackpot game. The special symbol "02" is a jackpot special symbol for executing the second jackpot game. The special symbols "03" and "12" are jackpot special symbols for executing the third jackpot game. The special symbol "04" is a jackpot special symbol for executing the fourth jackpot game. The special symbols "05", "06", "07", "13", and "14" are special loss special symbols for generating a time-saving game state without executing a jackpot game.
[0293] The "first jackpot game" is a jackpot game in which the big winning opening 50 is opened and closed in a predetermined manner three times, and a time-saving game state is generated after the jackpot game. The "second jackpot game" is a jackpot game in which the big winning opening 50 is opened and closed in a manner more disadvantageous than the first jackpot game three times, and a time-saving game state is generated after the jackpot game. The "third jackpot game" is a jackpot game in which the round game is executed 10 times, and a probability-variable game state is generated after the jackpot game. The "Fourth Jackpot Game" is a jackpot game that executes round games three times and causes a probability-variable game state after the end of the jackpot game.
[0294] Although details will be described later, the degree of advantage of various jackpot games is such that the Second Jackpot Game < the First Jackpot Game < the Fourth Jackpot Game < the Third Jackpot Game.
[0295] As the first feature of the special symbol determination table shown in FIG. 12, the number of LEDs (light-emitting members) of the special symbol display that light up when displaying a normal losing special symbol or a special losing special symbol is smaller than the number of LEDs (light-emitting members) of the special symbol display that light up when displaying a jackpot special symbol. By doing so, it becomes easier to grasp the type of special symbol being displayed, and it is possible to enhance the interest of the game.
[0296] As the second feature of the special symbol determination table shown in FIG. 12, the number of LEDs (light-emitting members) of the special symbol display that light up when displaying a normal losing special symbol is smaller than the number of LEDs (light-emitting members) of the special symbol display that light up when displaying a special losing special symbol. By doing so, it becomes easier to grasp the type of special symbol being displayed, and it is possible to enhance the interest of the game.
[0297] As the third feature of the special symbol determination table shown in FIG. 12, the LEDs (light-emitting members) of the special symbol display that light up when displaying a special losing special symbol include the same ones as the LEDs (light-emitting members) of the special symbol display that light up when displaying a normal losing special symbol. By doing so, it becomes easier to recognize that it is a special losing special symbol or a normal losing special symbol rather than a jackpot special symbol, and it is possible to enhance the interest of the game.
[0298] Note that although one normal losing special symbol is associated with each of the First Special Symbol and the Second Special Symbol, it may be possible to associate a plurality of normal losing special symbols with at least one of the First Special Symbol and the Second Special Symbol.
[0299] Also, when displaying the jackpot special symbol, the number of LEDs of the special symbol display that lights up may be more than three or less than three. Also, when displaying the special losing special symbol, the number of LEDs of the special symbol display that lights up may be more than two or less than two. However, even in this case, it may be made different from the number of LEDs of the special symbol display that lights up when displaying the jackpot special symbol.
[0300] Also, it may be arranged such that the LEDs of the special symbol display that light up when displaying the special losing special symbol do not include the same ones as the LEDs of the special symbol display that light up when displaying the normal losing special symbol (completely different).
[0301] (Special Symbol Variation Pattern Determination Process of the Main Control Board) Using FIG. 13, the special symbol variation pattern determination process of the main control board 110 will be described. FIG. 13 is a flowchart showing the special symbol variation pattern determination process in the main control board 110.
[0302] First, in step S313-1, the main CPU 110a determines whether the current state is the normal game state. If it is the normal game state, the process proceeds to step S313-2. If it is not the normal game state, it is assumed to be the time-saving state (probability-variable game state, time-saving game state), and the process proceeds to step S313-3.
[0303] In step S313-2, the main CPU 110a selects a corresponding (matching the game situation) table from the special symbol variation pattern determination table (see FIG. 14) for determining the special symbol variation pattern in the normal game state, and the process proceeds to step S313-4. The details of the special symbol variation pattern determination table for the non-time-saving state will be described later.
[0304] In step S313-3, the main CPU 110a selects a corresponding table (matching the game situation) from the special figure variation pattern determination table for the time-saving state (probability-variable game state, time-saving game state) to determine the special figure variation pattern (see FIGS. 15 to 17), and transfers the process to step S313-4. The details of the special figure variation pattern determination table for the time-saving state will be described later.
[0305] In step S313-4, the main CPU 110a collates the type of special symbol, jackpot determination result, special symbol determination result, reach determination random value, reserved number (U1 or U2), and special figure variation pattern determination random value with the special figure variation pattern determination table to determine the special figure variation pattern.
[0306] In step S313-5, the main CPU 110a sets the variation time corresponding to the determined special figure variation pattern in a predetermined area of the main RAM 110c, and in step S313-6, sets the special figure variation pattern designation command corresponding to the determined variation pattern in the production transmission data storage area of the main RAM 110c. As a result, the special figure variation pattern designation command is transmitted to the production control board 130, and the process for determining the variation production pattern, which is the production mode of the variation production, is performed.
[0307] In step S313-7, the main CPU 110a determines whether the current state is a low-probability state (other than the probability-variable game state). If it is not in the low-probability state (it is in the probability-variable game state), the process transfers to step S313-9. If it is in the low-probability state, in step S313-8, the main CPU 110a updates the variation count stored in the main RAM 110c by +1. Specifically, the variation count is the number of times of the variation display of the special symbol executed based on the fulfillment of a predetermined condition (RWM clear, 0 clear of the variation count based on the end of the jackpot game). Note that the variation count is updated by +1 regardless of whether it is in the normal game state, the time-saving game state, the variation display of the first special symbol, or the variation display of the second special symbol. This variation count will be referred to in the special symbol variation process described later.
[0308] In step S313-9, the main CPU 110a determines whether the current state is a time-saving game state. If it is not in the time-saving game state, the current special figure variation pattern determination table is terminated. If it is in the time-saving game state, in step S313-10, a time-saving count designation command corresponding to the remaining number of time-saving times is set in the production transmission data storage area. As a result, the time-saving count designation command is transmitted to the production control board 130, and the remaining number of times in the time-saving state is notified. After finishing this process, the current special figure variation pattern determination process is terminated.
[0309] (Special figure variation pattern determination table) Fig. 14(a) is a special figure variation pattern determination table 1 for the non-time-saving state, which is referred to when determining the variation pattern of the special symbol during the non-time-saving state. Fig. 14(b) is a special figure variation pattern determination table 2 for the non-time-saving state, which is referred to when determining the variation pattern of the special symbol when executing the variation display corresponding to the remaining hold of the second special symbol after transitioning from the time-saving state to the non-time-saving state.
[0310] Fig. 15 is a special figure variation pattern determination table for the time-saving state via the big win game, which is referred to when determining the variation pattern of the special symbol during the time-saving state (certain variable game state, time-saving game state A) via the big win game.
[0311] Fig. 16(a) is a special figure variation pattern determination table 1 for the time-saving game state B, which is referred to when determining the variation pattern of the special symbol when executing the first variation display after transitioning to the time-saving game state B not via the big win game. Fig. 16(b) is a special figure variation pattern determination table 2 for the time-saving game state B, which is referred to when determining the variation pattern of the special symbol when executing the second to 300th variation displays after transitioning to the time-saving game state B not via the big win game. FIG. 16(c) is a special symbol variation pattern determination table 3 for the short-time game state B used when determining the variation pattern of the special symbol when executing the variation display after the 301st time or later after shifting to the short-time game state B without passing through the jackpot game.
[0312] FIG. 17(a) is a special symbol variation pattern determination table 1 for the short-time game state C used when determining the variation pattern of the special symbol when executing the first variation display after shifting to the short-time game state C1 without passing through the jackpot game. FIG. 17(b) is a special symbol variation pattern determination table 2 for the short-time game state C used when determining the variation pattern of the special symbol when executing the first variation display after the second time or later after shifting to the short-time game state C1 without passing through the jackpot game, or when executing the variation display during the short-time game state C2 without passing through the jackpot game.
[0313] As shown in FIGS. 14 to 17, in the special symbol variation pattern determination table, the type of the special symbol (starting port) for which the variation display is performed, the determination result of the jackpot determination, the determination result of the special symbol (stop special symbol data), the random number value for the reach determination, the first hold number (U1) or the second hold number (U2), the random number value for the special symbol variation pattern determination, the special symbol variation pattern as the determination result, and the variation time of the special symbol are associated with each other, and the production content in the variation effect is described for reference.
[0314] Therefore, it can be said that the "special symbol variation pattern" can specify at least the type of the special symbol, the determination result of the jackpot determination, the type of the special symbol, and the variation time of the special symbol. Also, although the details will be described later, since the jackpot game is executed according to the type of the special symbol, it can also be said that it can specify the type (number of rounds) of the jackpot game.
[0315] As the production content shown in the special symbol variation pattern determination table shown in FIGS. 14 to 17, "normal variation", "shortened variation", "ultra-shortened variation", and "long variation" mean that the three production symbols 70a vary rapidly and separately and stop without reaching a reach.
[0316] In addition, "Reach" means a variation mode that makes the player expect that a jackpot game will be executed, in which part of the combination of the winning display symbols 70a that announces a jackpot temporarily stops and the other display symbols 70a fluctuate. For example, when a combination of three display symbols 70a of "777" is set as the combination of the winning display symbols 70a (jackpot result mode) that announces a jackpot, the same display symbols 70a in the left area and the right area temporarily stop at "7", and the remaining display symbols 70a in the central area fluctuate.
[0317] "Temporary stop" means a state in which the display symbol 70a sways slightly or is slightly deformed, making it appear to the player that the display symbol 70a has stopped (not completely stopped).
[0318] "Normal Reach" means a Reach effect in which the same display symbols 70a temporarily stop in the left area and the right area to form a Reach state, and the remaining one display symbol 70a in the central area fluctuates, and it is a Reach effect with the lowest expectation of a jackpot. "Shortened Normal Reach" means a Reach effect that is performed in a shorter time than the normal Normal Reach.
[0319] "SP Reach" means a Super Reach effect that is performed after the Normal Reach and has a higher expectation of a jackpot than the Normal Reach. For example, the two display symbols 70a that form the Reach state shrink and move to the upper part of the image display device, and a special effect is performed using almost the entire display area of the image display device. "Special SP Reach" means a Super Reach that is performed after the Normal Reach and has a special effect different from the normal SP Reach. "Shortened SP Reach" means a Super Reach effect that is performed after the Normal Reach and is performed in a shorter time than the normal SP Reach.
[0320] "SPSP Reach" is a special reach effect that is performed after a normal reach or a super reach, and has a higher probability of hitting the jackpot than a super reach. For example, three effect symbols 70a shrink and move to the corner of the image display device, and a special effect more special than the SP reach is performed using almost the entire display area of the image display device. "SPSP "7" Reach" is a special reach effect that is performed after a normal reach or a super reach, and a reach state is formed by the effect symbol 70a of "7", resulting in a special reach effect with a higher probability of hitting the jackpot than a normal SPSP reach. "Special SPSP Reach" is a special reach effect that is performed after a normal reach or a super reach, and an effect symbol 70a that finally results in a losing outcome of the reach is displayed, and then a special effect suggesting a transition to a time-saving game state is performed.
[0321] "Full Rotation Reach" is a reach that is performed after a normal reach or a super reach, and is a reach where the jackpot is determined. For example, from a blackout effect, three effect symbols 70a all become the same and fluctuate slowly, and a reach effect where the jackpot is determined and a special effect more special than the SPSP reach is performed using almost the entire display area of the image display device. "Instant Win Effect" is an effect where a sudden effect is performed without going through a reach effect, and is an effect where the jackpot is determined and three effect symbols 70a are all displayed in the same state.
[0322] "Chance Effect" is an effect that is performed after a normal reach, and is an effect that suggests the possibility of a jackpot game or a time-saving game state occurring. "Next Time Notice Effect" is an effect that performs a next time notice effect to notify the occurrence of the time-saving game state C2. "State Branching Effect" is an effect where a development effect is performed without going through a reach, and is an effect that suggests a change in the game state. The "Break-in Performance Long Variation" is a performance that is longer than the normal variation in which a break-in performance suggesting an entry into a short-game state that is advantageous to the player (a right-hit notification that prompts the launch of a game ball into the right game area) is performed.
[0323] The "Result Variation" is a performance in which a result display that shows the result of the game in a series of advantageous intervals that are advantageous to the player is executed in the final variation performance of the short-game state. The "Result Revival Variation" is a performance in which a result display is executed and a revival performance is performed during the result display to notify that it is a big win. The "Result Rewrite Variation" is a performance in which a rewrite performance of the short-game count is performed after the result display to return to the short-game state. The "Post-Result Revival Performance" is a performance that takes over the result display that was performed in the final variation performance of the short-game state, and a revival performance is performed during the result display to notify that it is a big win.
[0324] As the first feature of the special figure variation pattern determination table shown in FIGS. 14 to 17, when it is controlled to the short-game state B without executing a big win game after RWM clear, a special figure variation pattern used when it is determined as a normal loss in the big win determination is used to execute the variation display of the special symbol. On the other hand, when it is controlled to the short-game state C2 without executing a big win game after RWM clear, a dedicated special figure variation pattern (special figure variation patterns 18 and 19 in which a next-time notice performance is executed) that is not used when it is determined as a normal loss in the big win determination can be used to execute the variation display of the special symbol. By doing so, the production effect when the short-game state C2 occurs can be improved, and the interest of the game can be improved.
[0325] As the second feature of the special figure variation pattern determination table shown in FIGS. 14 to 17, there are a plurality of types of dedicated special figure variation patterns (special figure variation patterns 18 and 19 in which a next notice effect is executed) that are used when the game is controlled to the short-time game state C2 without executing a big win game after the RWM is cleared, and the variation times are different. By doing so, it is possible to execute a next notice effect with a different effect pattern depending on the variation time, and it is possible to improve the interest of the game.
[0326] As the third feature of the special figure variation pattern determination table shown in FIGS. 14 to 17, when winning a special loss in the big win determination during the normal game state (a game state in which the short-time game state C can occur), a dedicated special figure variation pattern (special figure variation patterns 18 and 19 in which a next notice effect is executed) that is not used when winning a normal loss can execute a variation display of the special symbol. On the other hand, when winning a special loss in the big win determination during a specific game state different from the normal game state (a game state in which the short-time game state C cannot occur, such as a sure-win game state, a short-time game state A1, a short-time game state A2, a short-time game state B), a special figure variation pattern (for example, special figure variation patterns 31, 32, 35 to 39, etc.) used when winning a normal loss can be used to execute a variation display of the special symbol. By doing so, when winning a special loss during a specific game state (a sure-win game state, a short-time game state A1, a short-time game state A2, a short-time game state B) (when the short-time game state C does not occur), it is not necessary to set a dedicated special figure variation pattern, and it is possible to reduce the storage capacity.
[0327] In addition, when winning a special loss in the big win determination during a specific game state different from the normal game state (a game state in which the short-time game state C cannot occur, such as a sure-win game state, a short-time game state A1, a short-time game state A2, a short-time game state B), it may be possible to execute a variation display of the special symbol with a dedicated special figure variation pattern that is not used when winning a normal loss.
[0328] Further, the special figure variation pattern may be determined using the same special figure variation pattern determination table (for example, the special figure variation pattern determination table for the non-time-limited state) in both the normal game state and the time-limited game state C1.
[0329] (Pre-determination table) FIG. 18(a) is a pre-determination table for the non-time-limited state for pre-determining (predicting) the special figure determination information obtained based on the winning of game balls at the start ports (the first start port 45 and the second start port 47) during the non-time-limited state. FIG. 18(b) is a pre-determination table for the time-limited state via a big win game for pre-determining (predicting) the special figure determination information obtained based on the winning of game balls at the second start port 47 during the time-limited state (certain variable game state, time-limited game state A) via a big win game.
[0330] FIG. 19(a) is a pre-determination table for the time-limited game state B for pre-determining (predicting) the special figure determination information obtained based on the winning of game balls at the second start port 47 when the variable display of the special symbol is from the second time to the 300th time during the time-limited game state B. FIG. 19(b) is a pre-determination table for the time-limited game state B for pre-determining (predicting) the special figure determination information obtained based on the winning of game balls at the second start port 47 when the variable display of the special symbol is 301st time or later during the time-limited game state B.
[0331] FIG. 19(c) is a pre-determination table for the time-limited game state C for pre-determining (predicting) the special figure determination information obtained based on the winning of game balls at the start ports (the first start port 45 and the second start port 47) during the time-limited game state C.
[0332] As shown in FIGS. 18 to 19, in the pre-determination table, the type of the special symbol (start port), the big win determination result, the special symbol determination result, the random number value for reach determination, the random number value for special figure variation pattern determination, the special figure expected variation pattern as the determination result, and the prediction designation command indicating the special figure expected variation pattern are associated with each other, and the production content in the variation production is described for reference.
[0333] Therefore, it can be said that the "special drawing planned variation pattern" can identify the type of special symbol, the determination result of the big win determination, the type of special symbol, and the special drawing variation pattern planned to be executed.
[0334] (Special symbol variation process of the main control board) Using FIG. 20, the special symbol variation process of the main control board 110 will be described. FIG. 20 is a flowchart showing the special symbol variation process in the main control board 110.
[0335] First, in step S320-1, the main CPU 110a determines whether the variation time set in the above-described special drawing variation pattern determination process has elapsed. If the variation time has elapsed, the process proceeds to step S320-2. If the variation time has not elapsed, the current special symbol variation process ends.
[0336] In step S320-2, the main CPU 110a stops displaying the special symbol determined in the above-described big win determination process, and in step S320-3, sets the stop time according to the game situation in a predetermined area of the main RAM 110c.
[0337] In step S320-4, the main CPU 110a determines whether a time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the process proceeds to step S320-5 to update the remaining number of times in the time-saving state. If the time-saving flag is not set, the process proceeds to step S320-10 without updating the remaining number of times in the time-saving state.
[0338] In step S320-5, main CPU 110a determines whether the current special symbol variation display is the first special symbol. If it is the first special symbol, in step S320-6, it subtracts 1 from the first short-time count (J1), which is the short-time count of the first special symbol saved in main RAM 110c, and the third short-time count (J3), which is the combined short-time count of the first and second special symbols. If it is not the first special symbol (i.e., it is the second special symbol), in step S320-7, it subtracts 1 from the second short-time count (J2), which is the short-time count of the second special symbol saved in main RAM 110c, and the above-mentioned third short-time count (J3).
[0339] In step S320-8, main CPU 110a determines whether any one of the first short-time count (J1), the second short-time count (J2), and the third short-time count (J3) has become "0". If not, the process proceeds to step S320-10. If any one of them has become "0", in step S320-9, it clears the high-probability flag, the short-time flag, and various short-time counts saved in main RAM 110c and shifts to the normal game state.
[0340] In step S320-10, main CPU 110a determines whether the stopped-display special symbol is a big-win special symbol. If it is not a big-win special symbol, the process proceeds to step S320-12. If it is a big-win special symbol, in step S320-11, it clears the high-probability flag, the short-time flag, and various short-time counts saved in main RAM 110c and shifts to the normal game state, and the process proceeds to step S320-20.
[0341] In step S320-12, main CPU 110a determines whether the number of fluctuations saved in main RAM 110c has reached a specified number (900 times). If the number of fluctuations has not reached the specified number, the process proceeds to step S320-15 without starting the time-saving game state B. If the number of fluctuations has reached the specified number, in step S320-13, the time-saving counts for the time-saving game state B (J1 = 10, J2 = 750, J3 = 750) are set in main RAM 110c, in step S320-14, the time-saving flag B corresponding to the time-saving game state B is set in main RAM 110c, and the process proceeds to step S320-19 to start the time-saving game state B.
[0342] In step S320-15, main CPU 110a determines whether the stopped special symbol is a special losing special symbol (time-saving winning). If it is not a special losing special symbol, the process proceeds to step S320-19 assuming a normal losing special symbol has stopped. If it is a special losing special symbol, in step S320-16, it is determined whether the time-saving flag is set in main RAM 110c. If the time-saving flag is not set, the process proceeds to step S320-17 to generate the time-saving game state C. If the time-saving flag is set, the process proceeds to step S320-19 without generating the time-saving game state C.
[0343] In step S320-17, the main CPU 110a sets the short-time count (when the special losing special symbol is 05 or 13, J1 = 20, J2 = 20, J3 = 35; when the special losing special symbol is 06 or 14, J1 = 40, J2 = 40, J3 = 55; when the special losing special symbol is 07, J1 = 10, J2 = 100, J3 = 105) corresponding to the type of the stopped special losing special symbol in the main RAM 110c, and in step S320-18, sets the short-time flag C (when the special losing special symbol is 05 or 06 or 13 or 14, the short-time flag C1 corresponding to the short-time game state C1; when the special losing special symbol is 07, the short-time flag C2 corresponding to the short-time game state C2) corresponding to the type of the special losing special symbol in the main RAM 110c.
[0344] In step S320-19, the main CPU 110a sets the short-time count designation command corresponding to the short-time count set in the main RAM 110c in the production transmission data storage area. As a result, the short-time count designation command is transmitted to the production control board 130, and processes such as updating the remaining short-time count displayed on the image display device are performed.
[0345] In step S320-20, the main CPU 110a sets "2" in the special drawing special power supply processing data to shift to the special symbol stop process, and sets the game state designation command corresponding to the current game state (the game state specified from the presence or absence of the short-time flag) in the production transmission data storage area of the main RAM 110c. As a result, the game state designation command is transmitted to the production control board 130, and processes for updating the game state are performed on the production control board 130. When this process is completed, the current special symbol variation process is terminated.
[0346] In this way, when any one of the short-time counts J1 to J3 becomes "0", the short-time state is terminated. Therefore, no matter which of the variation displays of the first special symbol and the second special symbol the player executes, the player will not be extremely advantaged, the game performance can be enhanced, and the interest of the game can be improved.
[0347] Also, when the number of fluctuations of the special symbol from the establishment of predetermined conditions (RWM clear, end of jackpot game) reaches the specified number, it can be controlled to a short-time game state B (one of the first specific game states) that is more advantageous to the player than the normal game state (the game ball is more likely to win in the second start port 47, high base). Therefore, it is possible to rescue the player before the player suffers extreme disadvantages, and it is possible to improve the interest of the game.
[0348] Also, when it is determined as a special loss (winning a special loss) and the special loss special symbol stops and is displayed, it is more advantageous to the player than the normal game state (the game ball is more likely to win in the second start port 47, high base), but it is more disadvantageous to the player than the short-time game state B (less short-time count, the game ball is less likely to win in the second start port 47, low base), and it can be controlled to a short-time game state C (one of the second specific game states). Therefore, the game performance can be enhanced by changing the game state without going through the jackpot game, and it is possible to improve the interest of the game.
[0349] Also, when it is determined as a special loss (winning a special loss) during the normal game state, it is possible to stop and display the special loss special symbol to generate a short-time game state C (short-time game state C1 or short-time game state C2). On the other hand, when it is determined as a special loss (winning a special loss) during the short-time game state C (short-time game state C1 or short-time game state C2), the special loss special symbol is stopped and displayed, but the short-time game state C (short-time game state C1 or short-time game state C2) is not generated. Therefore, while appropriately displaying the result of the jackpot determination, it is possible to suppress the inconvenience that makes it difficult for the player to grasp the progress of the game, and it is possible to improve the interest of the game.
[0350] Also, when it is determined as a special losing outcome (winning a special losing outcome) during the normal game state, it is possible to stop displaying the special losing outcome special symbol and generate the time-saving game state C (time-saving game state C1 or time-saving game state C2). On the other hand, when it is determined as a special losing outcome (winning a special losing outcome) during the probability-variable game state, time-saving game state A1, time-saving game state A2, and time-saving game state B, the special losing outcome special symbol is stopped from being displayed, but the time-saving game state C (time-saving game state C1 or time-saving game state C2) is not generated. Therefore, it is possible to suppress the inconvenience that makes it difficult for the player to grasp the progress of the game while appropriately displaying the result of the big win determination, and it becomes possible to improve the interest of the game.
[0351] Also, when it is determined as a special losing outcome (winning a special losing outcome) during the normal game state, it is possible to generate the time-saving game state C2 (first specific game state) in which a game ball is more likely to win in the starting port than in the normal game state, and the time-saving game state C1 (second specific game state) in which a game ball is more likely to win in the starting port than in the time-saving game state C2. Therefore, it is possible to generate a plurality of time-saving game states with different degrees of advantage to the player without going through the big win game, and it becomes possible to improve the interest of the game.
[0352] Also, when the number of variations becomes the specified number due to the variable display of the special symbol executed by being determined as a special losing outcome (winning a special losing outcome), the special losing outcome special symbol is stopped from being displayed, but the time-saving game state C (time-saving game state C1 or time-saving game state C2) is not generated, and the time-saving game state B, which is more advantageous to the player than the time-saving game state C (more time-saving times and / or a game ball is more likely to win in the second starting port 47), can be generated. Therefore, it is possible to suppress the player from suffering disadvantages, and it becomes possible to improve the interest of the game.
[0353] Note that the time-saving times are set to three types: the first time-saving times J1, the second time-saving times J2, and the third time-saving times J3, but the time-saving times may be set to one type.
[0354] (Special symbol stop process of the main control board) Using FIG. 21, the special symbol stop process of the main control board 110 will be described. FIG. 21 is a flowchart showing the special symbol stop process in the main control board 110.
[0355] First, in step S330-1, the main CPU 110a determines whether the stop time set in the above-described special symbol variation process has elapsed. If the stop time has elapsed, the process proceeds to step S330-2. If the stop time has not elapsed, the current special symbol stop process ends.
[0356] In step S330-2, the main CPU 110a determines whether the jackpot special symbol is stopped and displayed. If it is a jackpot special symbol, the process proceeds to step S330-3. If it is not a jackpot special symbol (it is a normal loss special symbol or a special loss special symbol), the process proceeds to step S330-7.
[0357] In step S330-3, the main CPU 110a performs a jackpot opening transition process such as selecting control data (maximum round game count, maximum winning count, opening time, etc.) of the jackpot game corresponding to the stop special symbol data (jackpot special symbol) from the jackpot game big winning opening control data determination table (see FIG. 22) for executing the jackpot game, and in step S330-4, sets "3" in the special symbol special power processing data to shift to the jackpot game process. The details of the jackpot game big winning opening control data determination table will be described later.
[0358] In step S330-5, the main CPU 110a sets the opening time corresponding to the big winning opening control data of the jackpot game in the main RAM 110c, and in step S330-6, sets the opening designation command in the production transmission data storage area of the main RAM 110c, and ends the current special symbol stop process. As a result, the opening designation command is transmitted to the production control board 130, and the process for executing the opening production of the jackpot game is performed.
[0359] In step S330-7, the main CPU 110a sets "0" in the special symbol special power processing data in order to transfer the process to the special symbol storage determination process, and ends the current special symbol stop process.
[0360] (Big winning opening control data determination table) FIG. 22 is a diagram showing a big winning opening control data determination table for a big winning game for controlling a big winning opening during a big winning game.
[0361] As shown in FIG. 29(a), in the big winning opening control data determination table for the big winning game, the number of variable times when a big winning game is to be executed, the stop special symbol data of the special symbol, the maximum number of round games in the big winning game, the maximum number of winning times to the big winning opening in one round game, the opening time from the start of the big winning game to the execution of the first round game, the type of big winning opening to be opened in each round game, the maximum number of opening times of the big winning opening to be opened in each round game, the opening time of the big winning opening for one opening in each round game, the interval time for closing the big winning opening after the end of the round game (the time required to discharge the game ball from inside the big winning opening), and the ending time from the end of the final round game to the end of the big winning game are associated.
[0362] When the stop special symbol data is "01" or "11", a first big winning game consisting of three round games is performed. When the stop special symbol data is "04", a fourth big winning game consisting of three round games is performed. When the stop special symbol data is "02", a second big winning game consisting of three round games is performed. When the stop special symbol data is "03" or "12", a third big winning game consisting of ten round games is executed.
[0363] Also, when the number of fluctuations is between 0 and 100 times, the opening time is 7.5 seconds, the interval time is 2.5 seconds, and the ending time is 10.0 seconds. When the number of fluctuations is 101 times or more, the opening time is shortened to 3.0 seconds, the interval time is shortened to 1.0 seconds, and the ending time is shortened to 4.0 seconds.
[0364] As the first feature of the big winning opening control data determination table for jackpot games shown in FIG. 22, the opening time, interval time, and ending time change according to the number of fluctuations when the jackpot game is to be executed. By doing so, the progress of the jackpot game can be changed according to the number of fluctuations when the jackpot game is to be executed, and it becomes possible to improve the interest of the game.
[0365] As the second feature of the big winning opening control data determination table for jackpot games shown in FIG. 22, the opening time, interval time, and ending time are shortened when the number of fluctuations when the jackpot game is to be executed is larger than when the number is smaller. By doing so, when the time until the jackpot game becomes long, the progress of the jackpot game becomes smooth, the dissatisfaction of the player can be reduced, and it becomes possible to improve the interest of the game.
[0366] Note that the opening time, interval time, and ending time may be gradually shortened according to the number of fluctuations when the jackpot game is to be executed. For example, when the number of fluctuations is between 101 and 300 times, it may be set to 2 / 3 of the time when the number of fluctuations is 100 or less, and when the number of fluctuations is 301 times or more, it may be set to 1 / 3 of the time when the number of fluctuations is 100 or less.
[0367] Also, although all three of the opening time, interval time, and ending time are shortened when the number of fluctuations when the jackpot game is to be executed is large, any one or any two of them may be shortened.
[0368] Also, the number of variable times when a big win game is to be executed is classified into four levels (0 to 100 times, 101 to 300 times, 301 to 600 times, 601 times or more, etc.). When the number of variable times is the second smallest, the opening time, the interval time, and the ending time are shortened compared to when the number of variable times is the smallest among them. When the number of variable times is the third smallest, two of the opening time, the interval time, and the ending time are shortened compared to when the number of variable times is the smallest. When the number of variable times is the largest, the three of the opening time, the interval time, and the ending time are shortened compared to when the number of variable times is the smallest.
[0369] (Big win game end process of the main control board) Using FIG. 23, the big win game end process of the main control board 110 will be described. FIG. 23 is a flowchart showing the big win game end process in the main control board 110.
[0370] First, in step S350-1, the main CPU 110a acquires the stop special figure data saved in the game RWM area of the main RAM 110c, and in step S350-2, selects a game state setting table (see FIG. 23). The details of the game state setting table will be described later.
[0371] In step S350-3, the main CPU 110a determines the game state after the big win game ends based on the stop special figure data saved in the main RAM 110c and the game state information at the time of big win selection. In step S350-4, the main CPU 110a sets the game state information (game state flag, time shortening times (J1 to J3)) corresponding to the determined game state in the main RAM 110c.
[0372] In step S350-5, the main CPU 110a sets the time shortening count designation command corresponding to the time shortening count set in the main RAM 110c in the production transmission data storage area. In step S350-6, the main CPU 110a sets the game state designation command corresponding to the game state set in the main RAM 110c in the production transmission data storage area. In step S350-7, the main CPU 110a sets "0" in the special symbol special power processing data to shift to the special symbol storage determination process, and ends the current big win game end process. As a result, the time shortening count designation command and the game state designation command are transmitted to the production control board 130, and processes for updating the remaining time shortening count displayed on the image display device or updating the game state are performed on the production control board 130.
[0373] (Game state setting table) FIG. 24 is a diagram showing a game state setting table for setting the game state after the end of the big win game.
[0374] As shown in FIG. 33(a), in the first game state setting table, the stop special symbol data of the big win special symbol, the game state information at the time of big win selection indicating the game state at the time of big win selection, the set game state flag (time shortening flag A1 indicating the time shortening state, time shortening flag A2 indicating a time shortening state more disadvantageous to the player than the time shortening flag A1), the first time shortening count (J1) which is the number of times of variable display of the first special symbol for ending the time shortening state, the second time shortening count (J2) which is the number of times of variable display of the second special symbol for ending the time shortening state, and the third time shortening count (J3) which is the total number of times of variable display of the first special symbol and the second special symbol for ending the time shortening state are associated with each other.
[0375] As the first feature of the game state setting table shown in FIG. 23, there is a jackpot game (first jackpot game, second jackpot game) in which the second short-time count (J2) set when executed in the short-time state is larger than the second short-time count (J2) set when executed in the normal game state. By doing so, the second short-time count (J2) set according to the type of jackpot game can be made different, and it becomes possible to improve the game property and enhance the interest of the game.
[0376] As the second feature of the game state setting table shown in FIG. 33, there is a jackpot game (third jackpot game, fourth jackpot game) in which the second short-time count (J2) set when executed in the normal game state is the same as the second short-time count (J2) set when executed in the short-time state. By doing so, there is a jackpot game in which the player does not have to worry about the game state when winning the jackpot, and the player can enjoy the jackpot game with confidence, and it becomes possible to improve the game property and enhance the interest of the game.
[0377] (General diagram general power control process of main control board) Using FIG. 25, the general diagram general power control process of the main control board 110 will be described. FIG. 25 is a flowchart showing the general diagram general power control process in the main control board 110.
[0378] First, in step S401, the main CPU 110a loads the value of the general diagram general power process data, and in step S402, refers to the branch destination address from the loaded general diagram general power process data, executes the process corresponding to the branch destination address, and ends the current general diagram general power control process.
[0379] Specifically, if the general diagram general power process data = 0, a normal symbol variation process (step S410) for executing a process for variably displaying a normal symbol based on reserved storage (general diagram determination information) and a process for changing the general diagram general power process data to "1" are executed, and the current general diagram general power control process is ended. The details of the normal symbol variation process will be described later.
[0380] If the general pattern general power processing data = 1, execute the auxiliary game process (step S420) for executing the auxiliary game that releases the second start port 47 in a predetermined manner, and perform processes such as changing the general pattern general power processing data to "0", and end the current general pattern general power control process.
[0381] (Normal symbol variation process on the main control board) Using FIG. 26, the normal symbol variation process on the main control board 110 will be described. FIG. 26 is a flowchart showing the normal symbol variation process on the main control board 110.
[0382] The main CPU 110a determines in step S410-1 whether the normal symbol is in the process of variable display. If the normal symbol is in the process of variable display, the process proceeds to step S410-12. If the normal symbol is not in the process of variable display, the process proceeds to step S410-2.
[0383] The main CPU 110a determines in step S410-2 whether the general pattern reservation number (G) is 1 or more. If the general pattern reservation number (G) is 1 or more, the process proceeds to step S410-3. If the general pattern reservation number (G) is not 1 or more, the current normal symbol variation process ends.
[0384] The main CPU 110a subtracts "1" from the general pattern reservation number (G) and updates it in step S410-3. In step S410-4, it performs a shift process on the data stored in the normal symbol reservation memory area, and shifts the general pattern determination information stored in the first to fourth memory areas to the previous memory area.
[0385] For example, the special symbol determination information stored in the fourth memory area of the normal symbol reservation memory area is shifted to the third memory area of the normal symbol reservation memory area. Also, the general pattern determination information stored in the first memory area of the normal symbol reservation memory area is shifted to the 0th memory area which is the normal symbol execution memory area, and the general pattern determination information used in the previous game stored in the 0th memory area is erased.
[0386] In step S410-5, the main CPU 110a performs a hit determination process. Specifically, using the hit determination table for normal symbols (see Fig. 27(a)), it determines whether there is a hit based on the game state and the hit determination random number value stored in the normal symbol execution storage area. The details of the hit determination table for normal symbol determination will be described later.
[0387] In step S410-6, the main CPU 110a performs a normal symbol determination process. Specifically, using the normal symbol determination table (see Fig. 27(b)), it determines the stop normal symbol data of the normal symbol that is stopped and displayed as a result of the variable display based on the hit determination result and the normal symbol determination random number value. The details of the normal symbol determination table will be described later.
[0388] In step S410-7, the main CPU 110a sets the normal symbol designation command corresponding to the type of normal symbol determined in the normal symbol determination process in the production transmission data storage area of the main RAM 110c. As a result, the normal symbol designation command is transmitted to the production control board 130, and the production control board 130 can grasp the stop normal symbol data.
[0389] In step S410-8, the main CPU 110a performs a normal symbol variation pattern determination process. Specifically, using the normal symbol variation pattern determination table (see Fig. 27(c)), it determines the variation pattern (variation time) for variably displaying the normal symbol based on the game state, the hit determination result, and the normal symbol variation pattern determination random number value. The details of the normal symbol variation pattern determination table will be described later.
[0390] In step S410-9, the main CPU 110a sets the normal symbol variation pattern designation command corresponding to the normal symbol variation pattern determined in the normal symbol variation pattern determination process in the production transmission data storage area of the main RAM 110c. As a result, the normal symbol variation pattern designation command is transmitted to the production control board 130, and the production control board 130 can grasp the normal symbol variation pattern.
[0391] In step S410-10, the main CPU 110a sets the variation time of the normal symbol corresponding to the normal symbol variation pattern determined in the normal drawing variation pattern determination process in the main RAM 110c. In step S410-11, the main CPU 110a starts the variation display of the normal symbol and ends the current normal symbol variation process. As a result, the lighting data of the LED for executing the variation display of the normal symbol is created in the data creation process of step S700, and is output in the output control process of step S750, so that the variation display of the normal symbol is performed on the normal symbol display 62.
[0392] In step S410-12, the main CPU 110a determines whether or not the variation time of the normal symbol has elapsed. If the variation time has not elapsed, the current normal symbol variation process is ended. If the variation time has elapsed, in step S410-13, the main CPU 110a stops the variation display of the normal symbol, and in step S410-14, the main CPU 110a sets the normal symbol determination command in the production transmission data storage area of the main RAM 110c. As a result, the normal symbol determination command is transmitted to the production control board 130, and the production control board 130 can recognize that the normal symbol has stopped being displayed.
[0393] In step S410-15, the main CPU 110a determines whether or not the stopped normal symbol is a winning normal symbol (winning). If it is not a winning normal symbol, the current normal symbol variation process is ended. If it is a winning normal symbol, in step S410-16, the main CPU 110a acquires the sub-game control data for controlling the sub-game from the sub-game control table (see FIG. 27(d)). The details of the sub-game control table will be described later.
[0394] In step S410-17, the main CPU 110a sets the opening designation command corresponding to the type of sub-game in the production transmission data storage area of the main RAM. As a result, the opening designation command is transmitted to the production control board 130, and the production control board 130 can recognize that the opening of the sub-game has started.
[0395] In step S410-18, the main CPU 110a sets the opening time corresponding to the sub-game control data acquired in 410-16 of the sub-game in a predetermined area of the main RAM 110c. In step S410-19, the main CPU 110a sets "1" in the normal drawing and power supply processing data, and ends the current normal symbol variation process.
[0396] (Hit determination table for normal symbols) Fig. 27(a) is a hit determination table for normal symbols that is referred to when performing a hit determination based on the normal symbol determination information acquired based on the winning (passing, entering) of a game ball into the general winning opening 43 or the normal symbol gate 44 that is the normal symbol start area.
[0397] As shown in Fig. 27(a), in the hit determination table for normal symbols, the game state at the time of performing the hit determination, the random number value for hit determination, and the determination result of the hit determination (hit, miss) are associated with each other, and the approximate winning probability is described in the rightmost column for reference.
[0398] "Hit" is a determination result in which a sub-game is to be executed, and "miss" is a determination result in which a sub-game is not executed. Note that only one type of miss is set for the hit determination, and no special miss is set.
[0399] As the first feature of the hit determination table for normal symbols shown in Fig. 27(a), the probability of being determined as a hit varies depending on the type of the time-saving game state. By doing so, even in the time-saving game state, the degree of advantage for the advantaged person can be made different, and it becomes possible to improve the interest of the game.
[0400] As the second feature of the hit determination table for the normal symbol shown in FIG. 27(a), even in the short-time game states (short-time game states A1 and A2) that pass through the big win game, the probability of being determined as a hit differs depending on the type of short-time game state. By doing so, even in the short-time game states that pass through the big win game, the degree of advantage to the player can be made different, and it becomes possible to improve the interest of the game.
[0401] As the third feature of the hit determination table for the normal symbol shown in FIG. 27(a), even in the short-time game states (short-time game states B, C1, and C2) that do not pass through the big win game, the probability of being determined as a hit differs depending on the type of short-time game state. By doing so, even in the short-time game states that do not pass through the big win game, the degree of advantage to the player can be made different, and it becomes possible to improve the interest of the game.
[0402] Note that the probability of being determined as a hit is higher in the short-time game states (short-time game states B, C1, and C2) that do not pass through the big win game than in the normal game state. However, it is also possible to make the probability of being determined as a hit in the short-time game states (short-time game state A1 and / or short-time game state A2) that pass through the big win game higher than in the normal game state, and make the probability of being determined as a hit in the short-time game states that do not pass through the big win game the same as in the normal game state, or make the probability of being determined as a hit the same (for example, 255 / 256) regardless of the game state.
[0403] (Normal symbol determination table) FIG. 27(b) is a normal symbol determination table referred to when determining the stopped symbol of the normal symbol based on the normal symbol determination information obtained based on the winning (passing through, entering) of the game ball into the general winning opening 43 or the normal symbol gate 44 that becomes the normal symbol start area.
[0404] As shown in FIG. 27(b), in the normal symbol determination table, the determination result of the winning determination (win, loss), the random number value for normal symbol determination, the determination result of the normal symbol determination, the stop normal pattern data indicating this determination result, and the normal symbol designation command indicating the result of the normal symbol determination are associated with each other.
[0405] The normal symbol "0" is a losing normal symbol in which the auxiliary game in which the second start port 47 is opened is not executed. The normal symbols "1" and "2" are winning normal symbols in which an auxiliary game in which the second start port 47 is opened in a predetermined opening / closing mode is executed.
[0406] As a feature of the normal symbol determination table shown in FIG. 27(b), it can be mentioned that two types of normal symbols in which the auxiliary game is to be executed are set. By doing so, the playability of the auxiliary game can be enhanced and the interest of the game can be improved.
[0407] (Normal Pattern Variation Pattern Determination Table) FIG. 27(c) is a normal pattern variation pattern determination table referred to when determining the variation pattern of the normal symbol based on the normal symbol determination information obtained based on the winning (passing, entering) of the game ball into the general winning port 43 or the normal gate 44 which is the normal pattern start area.
[0408] As shown in FIG. 27(c), in the normal pattern variation pattern determination table, the game state at the time of determination, the determination result of the winning determination, the random number value for normal pattern variation pattern determination, the variation time which is the determination result of the normal pattern variation pattern determination, and the normal pattern variation pattern designation command indicating this determination result are associated with each other.
[0409] As a first feature of the normal pattern variation pattern determination table shown in FIG. 27(c), it can be mentioned that the variation time of the normal symbol varies depending on the type of the time-shortening game state. By doing so, even in the time-shortening game state, the degree of advantage for the advantaged person can be made different, and the interest of the game can be improved.
[0410] As the second feature of the normal symbol variation pattern determination table shown in Fig. 27(c), even in the short-time game states (short-time game states A1 and A2) via the jackpot game, the variation time of the normal symbol differs depending on the type of the short-time game state. By doing so, even in the short-time game states via the jackpot game, the degree of advantage to the player can be made different, and it becomes possible to improve the interest of the game.
[0411] As the third feature of the normal symbol variation pattern determination table shown in Fig. 27(c), even in the short-time game states (short-time game states B, C1, and C2) not via the jackpot game, the variation time of the normal symbol differs depending on the type of the short-time game state. By doing so, even in the short-time game states not via the jackpot game, the degree of advantage to the player can be made different, and it becomes possible to improve the interest of the game.
[0412] As the fourth feature of the normal symbol variation pattern determination table shown in Fig. 27(c), the variation time of the normal symbol is shorter in the short-time game state B or C2 not via the jackpot game than in the short-time game state A1 via the jackpot game. By doing so, it is possible to improve the player's expectation for the short-time game state when the short-time game state B or C is reached without going through the jackpot game, and it becomes possible to improve the interest of the game.
[0413] As the fifth feature of the normal symbol variation pattern determination table shown in Fig. 27(c), the variation time of the normal symbol is the same between the normal game state and the short-time game state A2 or C1. By doing so, it becomes impossible to distinguish between the normal game state and the short-time game state A2 or C1 from the variation time of the normal symbol, and it becomes possible to improve the interest of the game.
[0414] (Auxiliary game control table) Fig. 27(d) is an auxiliary game control table used to control the auxiliary game based on the type of the winning normal symbol.
[0415] As shown in FIG. 27(d), in the auxiliary game control table, the game state when an auxiliary game occurs, the stop normal pattern data, the number of times the second start port 47 is opened, the opening time of the auxiliary game, the first opening time of the second start port 47, the interval time between openings, the second opening time of the second start port 47, and the ending time of the auxiliary game are associated with each other.
[0416] As the first feature of the auxiliary game control table shown in FIG. 27(d), when the auxiliary game is executed in various time-limited game states rather than when the auxiliary game is executed in the non-time-limited game state (normal game state), it is easier to execute an auxiliary game with a longer opening time of the second start port 47. By doing so, it becomes easier for game balls to win in the second start port 47 in various time-limited game states than in the non-time-limited game state, and it becomes possible to improve the interest of the game.
[0417] As the second feature of the auxiliary game control table shown in FIG. 27(d), even in the time-limited game states (time-limited game states A1, A2) via the jackpot game, it is possible to execute an auxiliary game in which the opening time of the second start port 47 differs depending on the type of the time-limited game state. By doing so, even in the time-limited game states via the jackpot game, it is possible to vary the degree of advantage for the player, and it becomes possible to improve the interest of the game.
[0418] As the third feature of the auxiliary game control table shown in FIG. 27(d), even in the time-limited game states (time-limited game states B, C1, C2) that do not pass through the jackpot game, it is possible to execute an auxiliary game in which the opening time of the second start port 47 differs depending on the type of the time-limited game state. By doing so, even in the time-limited game states that do not pass through the jackpot game, it is possible to vary the degree of advantage for the player, and it becomes possible to improve the interest of the game.
[0419] As the fourth feature of the auxiliary game control table shown in FIG. 27(d), it can be mentioned that an auxiliary game with a longer opening time of the second start port 47 can be executed in the short-time game state B or C2 that does not pass through the jackpot game, rather than in the short-time game state A1 that passes through the jackpot game. By doing so, when the short-time game state B or C is entered without passing through the jackpot game, the player's expectation for the short-time game state can be improved, and the interest of the game can be enhanced.
[0420] As the first feature of the table related to the auxiliary game shown in FIGS. 27(a) to 27(d), it can be mentioned that it is possible to generate a plurality of types of short-time game states with different degrees of advantage for the player. By doing so, the game performance related to the short-time game state can be improved, and the interest of the game can be enhanced.
[0421] As the second feature of the table related to the auxiliary game shown in FIGS. 27(a) to 27(d), it can be mentioned that the short-time performance of the normal game state and the second specific game state (short-time game state A2, short-time game state C1) is more similar than that of the normal game state and the first specific game state (short-time game state A1, short-time game state B, short-time game state C2). By doing so, it is possible to make it difficult to determine whether it is the normal game state or the second specific game state (short-time game state), and the interest of the game can be enhanced.
[0422] As the third feature of the table related to the auxiliary game shown in FIGS. 27(a) to 27(d), in a specific game state different from the normal game state, there is a first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2) in which the start condition is more likely to be satisfied (a game ball wins a prize in the second start port 47) than in the normal game state, and a second specific game state in which the start condition is less likely to be satisfied (a game ball wins a prize in the second start port 47) than in the first specific game state. When the first condition for making the specific game state controllable is satisfied (the end of the big win game, special losing winning), it is controllable to the second specific game state. On the other hand, when the second condition for making the specific game state controllable is satisfied (RWM clear or the continuous losing winning from the end of the big win game reaches the specified number of times), it is controllable to the first specific game state without controlling to the second specific game state. Therefore, it is possible to enhance the player's sense of expectation for the type of condition that will result in the control of the specific game state, and it is possible to improve the interest of the game.
[0423] As the fourth feature of the table related to the auxiliary game shown in FIGS. 27(a) to 27(d), in a specific game state different from the normal game state, there is a first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2) that is more advantageous to the player than the normal game state, and a second specific game state that is less advantageous to the player than the first specific game state but has a different degree of advantage from the normal game state. When the first condition for making the specific game state controllable is satisfied (the end of the big win game, special losing winning), it is controllable to the second specific game state. On the other hand, when the second condition for making the specific game state controllable is satisfied (RWM clear or the continuous losing winning from the end of the big win game reaches the specified number of times), it is controllable to the first specific game state without controlling to the second specific game state. Therefore, it is possible to enhance the player's sense of expectation for the type of condition that will result in the control of the specific game state, and it is possible to improve the interest of the game.
[0424] As the fifth feature of the table related to the auxiliary game shown in FIGS. 27(a) to 27(d), when the first condition for enabling control in a specific game state different from the normal game state is satisfied (the end of the big win game, the special losing winning selection), it can be controlled to the first specific game state. Therefore, even if the first condition for enabling control in the specific game state is satisfied, it is possible to suppress the player from being discouraged and improve the interest of the game.
[0425] (Main process of the effect control unit) Next, with reference to FIG. 28, the main process of the effect control unit 130m will be described. FIG. 28 is a flowchart showing the main process of the effect control unit 130m.
[0426] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main process.
[0427] In step E10, the sub CPU 130a sets an interrupt prohibition for prohibiting timer interrupts, and in step E20, it performs an initialization process. Specifically, in response to power-on, it reads the main process program from the sub ROM 130b, initializes the flags and the like stored in the sub RAM 130c, and performs processes such as initial settings.
[0428] In step E30, the sub CPU 130a sets an interrupt permission for permitting timer interrupts, and in step E40, it performs a sub random number update process. Specifically, it performs a process of updating various random number values stored in the sub RAM 130c. Thereafter, until a predetermined interrupt process is performed, the process of step E40 is repeatedly performed.
[0429] (Timer interrupt process of the effect control unit) With reference to FIG. 29, the timer interrupt process of the effect control unit 130m will be described. FIG. 29 is a flowchart showing the timer interrupt process executed every predetermined period (4 milliseconds) in the effect control unit 130m.
[0430] In step E100, the sub-CPU 130a saves the information stored in the register of the sub-CPU 130a in the stack area, and in step E120, performs timer update processing. In this timer update processing, the sub-CPU 130a performs processing to update various timers.
[0431] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether there is an input to various switches such as the effect button detection switch 17a and the cross key detection switch 19a, and when there is an input, performs processing to set predetermined data.
[0432] In step E150, the sub-CPU 130a performs command analysis processing. Specifically, it determines whether various commands have been transmitted from the main control board 110, and when various commands have been transmitted, performs processing to store the received commands in the reception buffer of the sub-RAM 130c.
[0433] In step E170, the sub-CPU 130a performs setting change / confirmation processing. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether a setting change designation command or a setting confirmation designation command has been received. When a setting change designation command has been received, it performs processing for executing the above-described setting change notification, and when a setting confirmation designation command has been received, it performs processing for executing the above-described setting confirmation notification.
[0434] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether a power-on designation command has been received, and when it has been received, performs processing for executing a power-on notification. More specifically, it transmits a power-on notification command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power-on screen, or to cause the audio output device 9 to output a power-on sound.
[0435] In step E250, the sub-CPU 130a performs power failure recovery processing. Specifically, it determines whether a power recovery designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs processing for executing a power failure recovery notification. More specifically, it transmits a power recovery notification command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power recovery screen, or to cause the audio output device 9 to output a power recovery sound.
[0436] In step E300, the sub-CPU 130a performs customer waiting production processing. Specifically, it determines whether a customer waiting state designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs processing for performing a customer waiting demo production after a predetermined time has elapsed. More specifically, it transmits a customer waiting production command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a customer waiting demo screen, or to cause the audio output device 9 to output a customer waiting demo sound. Note that the details of the customer waiting production processing will be described later.
[0437] In step E350, the sub-CPU 130a performs game state update processing. Specifically, it determines whether a game state designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs processing for updating the game state information stored in the sub-RAM 130c.
[0438] In step E400, the sub-CPU 130a performs hold information update processing. Specifically, it determines whether a special drawing hold number designation command or a normal drawing hold number designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs processing for updating the first hold number, the second hold number, the normal drawing hold number, etc. stored (grasped) in the sub-RAM 130c.
[0439] In step E500, the sub-CPU 130a performs look-ahead effect processing. Specifically, it determines whether a look-ahead command or a special figure variation pattern command is received by referring to the reception buffer of the sub-RAM 130c. If received, it performs processing related to icon change effects, continuous preview effects, and lamp change effects as look-ahead effects. Details of the look-ahead effect processing will be described later.
[0440] The "icon change effect" is a type of look-ahead preview effect that makes the player expect a big win by changing the held icon and the display mode of the icon. In this embodiment, the icon change effect for the held icon may be referred to as the "held icon change effect", and the icon change effect for the icon may be referred to as the "icon change effect".
[0441] The "continuous preview effect" is a type of look-ahead preview effect that makes the player expect a big win by executing a predetermined effect over one or more variation effects. The "lamp change effect" is a type of look-ahead preview effect that makes the player expect a big win by changing the light emission mode of the winning port lamp 76a over one or more variation effects.
[0442] In step E600, the sub-CPU 130a performs special figure and special electric effect processing. Specifically, it determines whether a special symbol designation command, a special figure variation pattern command, a special figure stop command, a big win opening command, a round number command, a big win ending command, etc. are received by referring to the reception buffer of the sub-RAM 130c. If received, it performs processing to execute the effect corresponding to the received command.
[0443] When the special symbol designation command (first information signal) and the special figure variation pattern designation command (second information signal) as start commands (start signals) accompanied by the start of variable display are received normally, variable effects (first variable effect corresponding to the variable display of the first special symbol, second variable effect corresponding to the variable display of the second special symbol) accompanied by the variable display of the effect symbols are to be executed. However, if there is an abnormality in the special symbol designation command or the special figure variation pattern designation command (losing, not being related to a big win, the type of special symbol indicated by MODE in the command not matching, the DATA side of the command being damaged and changed to content that should not originally exist, etc.), the command is regarded as invalid and the variable effect is not executed. Also, if the special symbol designation command and the special figure variation pattern designation command cannot be received normally (not receiving the special symbol designation command within a predetermined time after receiving the special symbol designation command, receiving the special figure variation pattern designation command without receiving the special figure designation command, etc.), the command is regarded as invalid and the variable effect is not executed. In the following description, the case where there is an abnormality in the command and the case where the command cannot be received normally are referred to as "command abnormality".
[0444] In step E700, the sub-CPU 130a performs the general figure general power effect process. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether it has received a normal figure designation command, a general figure variation pattern designation command, a general figure stop designation command, a winning opening designation command, a winning ending designation command, etc. If it has received them, it performs a process for executing an effect corresponding to the received command.
[0445] In step E800, the sub-CPU 130a performs production mode update processing. Specifically, it determines whether the update conditions (changes in the gaming state, winning the mode update lottery, execution of SP / SPSP reach productions with losing results, etc.) for the production mode (production stage) in which production elements (background images, production images, production sounds, etc.) in the audio output device 9, the first image display device 70, the second image display device 71, etc. are defined are satisfied. When the update conditions are satisfied, it performs processing to update the production mode to one of a plurality of production modes.
[0446] The "production mode" includes production modes A to C set in the normal gaming state, production mode D set in the probability-variable gaming state, production mode E set in the time-limited gaming state, and a plurality of specific modes (defiled mode, help mode, chance mode, time-limited mode).
[0447] Also, in production modes A to C, the production symbol 70a is composed of a character (decoration part) corresponding to a number (identification character) + number and a symbol effect image (decoration part) that decorates the background of the character, and the designs of the numbers and characters are different among the production modes. In production mode E and a plurality of specific modes, the production symbol 70a is composed of only a number (identification character), and the designs of the numbers are common among the production modes. Also, in each production mode, the background image corresponding to each production mode scrolls (reciprocating motion) left and right.
[0448] In step E850, the sub-CPU 130a performs error notification processing. Specifically, it determines whether an error designation command or an error cancellation designation command is received by referring to the reception buffer of the sub-RAM 130c. When a command is received, it performs processing to execute an error notification production corresponding to the received error designation command or to end the error notification production corresponding to the received error cancellation designation command.
[0449] In step E900, the sub-CPU 130a performs output control processing. Specifically, it performs processing such as outputting signals such as predetermined data, or transmitting various commands stored in the transmission buffer of the sub-RAM 130c to the display control unit 140 or the lamp control unit 150.
[0450] In step E950, the sub-CPU 130a restores the information saved in step E100 to the register of the sub-CPU 130a, and ends the current timer interrupt processing.
[0451] (Preview-based performance processing of the performance control unit) Using FIG. 30, the preview-based performance processing of the performance control unit 130m will be described. FIG. 30 is a flowchart showing the preview-based performance processing in the performance control unit 130m.
[0452] In step E510, the sub-CPU 130a performs icon change performance determination processing for determining whether to execute an icon change performance, the performance mode of the icon change performance, and the like. The details of the icon change performance determination processing will be described later.
[0453] In step E520, the sub-CPU 130a performs icon change performance execution processing for executing the icon change performance determined to be executed in the icon change performance determination processing (changing the reserved icon that is already displayed and the display mode of the icon). The details of the icon change performance execution processing will be described later.
[0454] In step E530, the sub-CPU 130a performs continuous preview performance determination processing for determining whether to execute a continuous preview performance, the performance mode of the continuous preview performance, and the like. The details of the continuous preview performance determination processing will be described later.
[0455] In step E540, the sub-CPU 130a performs continuous preview performance execution processing for executing the continuous preview performance determined to be executed in the continuous preview performance determination processing. The details of the continuous preview performance determination processing will be described later.
[0456] In step E550, the sub-CPU 130a performs a lamp change effect execution process for executing a lamp change effect (turning on the winning port lamp 76a so as to be in a light emission mode corresponding to the icon whose display mode has changed), and ends the current preview-based effect process.
[0457] (Icon change effect determination process of the effect control unit) Using FIG. 31, the icon change effect determination process of the effect control unit 130m will be described. FIG. 31 is a flowchart showing the icon change effect determination process in the effect control unit 130m.
[0458] In step E510-1, the sub-CPU 130a determines whether it has received a preview specification command from the main control board 110. If it has received the preview specification command, the process proceeds to step E510-2. If it has not received the preview specification command, the current icon change effect determination process ends.
[0459] In step E510-2, the sub-CPU 130a refers to the received preview specification command to grasp whether it is a jackpot, the type of jackpot game, and the effect content (scheduled variation pattern).
[0460] In step E510-3, the sub-CPU 130a determines whether the current time is within the executable period of the icon change effect. If it is within the executable period of the icon change effect, the process proceeds to step E510-4. If it is not within the executable period of the icon change effect, the process proceeds to step E510-7.
[0461] The "executable period of the icon change effect" means that the jackpot game is not being executed, the icon change effect is not being executed, or the icon change effect is not scheduled to be executed. Note that any one or only two of the above three conditions may be provided. Further, when the received pre-reading designated command is based on a winning in the first start port 45, it is in the normal game state, and when the received pre-reading designated command is based on a winning in the second start port 47, it may be provided that it is in a specific game state (low-probability short game state, high-probability short game state), etc.
[0462] In step E510-4, the sub-CPU 130a acquires a random value for determining the final display mode of the icon to be additionally displayed on the first image display device 70 (main liquid crystal), and in step E510-5, selects an icon final display mode determination table (see FIG. 32) for determining the final display mode of the icon. The details of the icon final display mode determination table will be described later.
[0463] In step E510-6, the sub-CPU 130a determines the final display mode of the icon. Specifically, the sub-CPU 130a refers to the icon final display mode determination table shown in FIG. 32, and based on the scheduled change pattern indicated by the pre-reading designated command and the selection rate (%) of each icon final display mode, determines one icon final display mode from among a plurality of icon final display modes.
[0464] In step E510-7, the sub-CPU 130a determines a normal icon (white icon) in the normal display mode as the final display mode of the icon.
[0465] In step E510-8, the sub-CPU 130a determines whether or not the determined final display mode of the icon is a display mode (special icon) for executing the icon change effect. If it is a display mode for executing the icon change effect, the process proceeds to step E510-9, and if it is not a display mode for executing the icon change effect, the process proceeds to step E510-12.
[0466] In step E510-9, the sub-CPU 130a selects a change scenario determination table (see FIG. 33) for determining a change scenario of the icon change effect. The details of the change scenario determination table will be described later. This change scenario indicates the transition of the display mode from the appearance to the disappearance of the held icon. The details of the change scenario determination table will be described later.
[0467] In step E510-10, the sub-CPU 130a determines a change scenario and sets it in the look-ahead information storage area corresponding to the hold count counter of the sub-RAM 130c. Specifically, referring to the change scenario determination table shown in FIG. 30, based on the final icon display mode, the hold count of the special symbol corresponding to the look-ahead designated command, and the selection rate (%) of each change scenario, one change scenario is determined from among the plurality of change scenarios.
[0468] In step E510-11, the sub-CPU 130a specifies the winning icon, which is the icon display mode initially displayed on the first image display device 70 (main liquid crystal), from the determined change scenario, sets the icon display command of the winning icon in the transmission buffer, and ends the current icon change effect determination process. As a result, the icon display command is transmitted to the display control unit 140 and the lamp control unit 150, and the held icon in the display mode corresponding to the icon display command of the winning icon is displayed on the first image display device 70 (main liquid crystal), or a predetermined sound effect is output.
[0469] In step E510-12, the sub-CPU 130a determines a non-change scenario in which the icon change effect is not executed and sets it in the look-ahead information storage area corresponding to the hold count counter of the sub-RAM 130c.
[0470] In step E510-13, the sub-CPU 130a sets the icon display command for the normal icon in the transmission buffer and ends the current icon change effect determination process. As a result, the icon display command is sent to the display control unit 140 and the lamp control unit 150, and the hold icon in the display mode corresponding to the icon display command of the normal icon is displayed on the first image display device 70 (main liquid crystal), or a predetermined sound effect (first winning sound) is output.
[0471] (Icon Final Display Mode Determination Table) FIG. 32 is a diagram showing an icon final display mode determination table referred to when determining the icon final display mode.
[0472] In the icon final display mode determination table, the game state when the pre-reading designation command is received, the planned variation pattern indicated by the pre-reading designation command, the selection rate (%) of each icon final display mode, and the selected icon final display mode are associated with each other, and the type of notification sound at the time of icon generation for each type of icon is described for reference.
[0473] The icon final display modes include a white icon as a normal icon, and a blue icon, a red icon, and a rainbow icon as special icons suggesting the possibility of a big win (a big win game is executed).
[0474] The big win winning expectation degree related to the special icon increases in the order of (white icon <) blue icon < red icon < rainbow icon, and the rainbow icon is an icon that determines a big win.
[0475] When a white icon is displayed on the image display device, the first occurrence notification sound is output, when a blue icon is displayed, the second occurrence notification sound is output, when a red icon is displayed, the third occurrence notification sound is output, and when a rainbow icon is displayed, the fourth occurrence notification sound is output.
[0476] As a first feature of the icon final display mode determination table shown in FIG. 32, even in the case of a special loss in which a big win game is not executed during the normal game state, the icon change effect can be executed. By doing so, it is possible to improve the expectation of the player in the normal game state in which the time-saving game state occurs due to a special loss.
[0477] As a second feature of the icon final display mode determination table shown in FIG. 32, in the case of a special loss during the time-saving state, the icon change effect is not executed (restricted). By doing so, it is possible to suppress the inconvenience of betraying the player's expectation in the time-saving state in which the time-saving game states C1 and C2 do not occur even in the case of a special loss, and it is possible to improve the interest of the game.
[0478] As a third feature of the icon final display mode determination table shown in FIG. 32, in the case of a special loss, the number of types of icons determined as the icon final display mode is set to be smaller (the types of determinable icons are restricted) than in the case of a big win. By doing so, it is possible to prevent the inconvenience of causing the player to have excessive expectations even though the big win game is not executed, and it is possible to improve the interest of the game.
[0479] As a fourth feature of the icon final display mode determination table shown in FIG. 32, even in the case of a special loss, when a next notice effect in which the time-saving game state C2, which is more advantageous to the player than the time-saving game state C1, occurs rather than the time-saving game state C1 occurs, an icon with a higher degree of expectation is more likely to be determined. By doing so, it is possible to execute an icon change effect according to the degree of advantage of the time-saving game state, and it is possible to improve the interest of the game.
[0480] In addition, in the case of a special losing outcome during the time-saving state, rather than not performing the icon change effect, it may be performed at a lower rate than in the normal gaming state, or for example, only blue icons may be determined, so that the execution of the icon change effect is restricted compared to the normal gaming state.
[0481] Also, in the case of a big win, although the normal icon (white icon) is not selected as the final icon display mode, it may be selected.
[0482] (Change scenario determination table) FIG. 33 is a diagram showing a change scenario determination table referred to when determining a change scenario.
[0483] In the change scenario determination table, the final icon display mode, the number of reserved special symbols corresponding to the pre-read specified command, the selection rate (%) of each change scenario, and the selected change scenario are associated, and as a reference, the pre-change in each change scenario and the icon update mode in the change are described.
[0484] The "pre-change" refers to the variable display (variable effect) executed based on the special symbol determination information stored before the special symbol determination information corresponding to the newly received pre-read specified command, and the "said change" refers to the variable display (variable effect) executed based on the special symbol determination information corresponding to the newly received pre-read specified command.
[0485] In the change scenario, there are scenarios (such as scenario 01 etc.) where the display mode of the icon does not change during the execution of the pre-change (the reserved icon change effect is not executed) but changes during the execution of the change (the icon change effect is executed), scenarios (such as scenario 02 etc.) where the display mode of the icon changes during the execution of the pre-change (the reserved icon change effect is executed) but does not change during the execution of the change (the icon change effect is not executed), and scenarios (such as scenario 15 etc.) where the display mode of the icon changes during the execution of the pre-change and during the execution of the change (the reserved icon change effect and the icon change effect are executed).
[0486] Note that in the change scenario determination table of this embodiment, a scenario for changing the display mode of the icon is determined regardless of whether a reach effect (which may be a reach other than the normal reach effect) is executed in the pre-change. However, a change scenario determination table using, as a determination factor, whether a reach effect indicating that there is a possibility of executing a jackpot game in the pre-change is executed may be used to determine a scenario for changing the display mode of the icon. When using such a change scenario determination table, it is advisable to set various scenarios so that the change in the display mode of the icon does not occur during the execution of the pre-change in which the reach effect is executed, and the change in the display mode of the icon occurs during the execution of the pre-change in which the reach effect is not executed. Also, it is advisable to set various scenarios so that the change in the display mode of the icon occurs during the execution of the pre-change in which the reach effect is executed and during the execution of the pre-change in which the reach effect is not executed, and the change in the display mode of the icon occurs at a higher rate during the execution of the pre-change in which the reach effect is not executed than during the execution of the pre-change in which the reach effect is executed.
[0487] (Icon change effect execution process of the effect control unit) Using FIG. 34, the icon change effect execution process of the effect control unit 130m will be described. FIG. 34 is a flowchart showing the icon change effect execution process in the effect control unit 130m.
[0488] In step E520-1, the sub-CPU 130a determines whether it has received a special drawing variation pattern designation command from the main control board 110. If it has received the special drawing variation pattern designation command, the process proceeds to step E520-2. If it has not received the special drawing variation pattern designation command, the current icon change effect execution process ends.
[0489] In step E520-2, the sub-CPU 130a refers to the icon change scenario stored in the prefetch information storage area of the sub-RAM 130c, and in step E520-3, determines whether there is a pending icon for which the display mode is to be changed (updated) in the current variation effect. If there is a pending icon for which the display mode is to be changed, the process proceeds to step E520-4. If there is no pending icon for which the display mode is to be changed, the process proceeds to step E520-7.
[0490] In step E520-4, the sub-CPU 130a selects a change pattern determination table for pending icons (see FIG. 35) to determine the change pattern (change mode) of the display mode of the pending icon to be changed. The details of the change pattern determination table for pending icons will be described later.
[0491] In step E520-5, the sub-CPU 130a determines the pending icon change pattern. Specifically, referring to the change pattern determination table for pending icons shown in FIG. 35, based on the mode of the pending icon change and the selection rate (%) in the current variation effect, one pending icon change pattern is determined from among a plurality of pending icon change patterns.
[0492] In step E520-6, the sub-CPU 130a sets a change production command corresponding to the determined change pattern of the pending icon in the transmission buffer. As a result, the change production command is transmitted to the display control unit 140 and the lamp control unit 150, and the display mode of the pending icon displayed on the first image display device 70 changes according to the change timing corresponding to the change pattern of the pending icon and the change stage at the change timing, or a predetermined sound effect (change sound) is output.
[0493] In step E520-7, the sub-CPU 130a determines whether or not the scenario (change scenario, non-change scenario) of the icon is stored in the prefetch information storage area of the sub-RAM 130c. If the scenario of the icon is stored, the process proceeds to step E520-8. If the scenario of the icon is not stored, the current icon change production execution process ends.
[0494] In step E520-8, the sub-CPU 130a determines whether or not there is an icon for changing (updating) the display mode. If there is an icon for changing the display mode, the process proceeds to step E520-9. If there is no icon for changing the display mode, the current icon change production execution process ends.
[0495] In step E520-9, the sub-CPU 130a selects a change pattern determination table for the icon (see FIG. 36) corresponding to the change stage in which the icon changes in the current change production from among a plurality of change pattern determination tables for the icon for determining the change pattern (change mode) of the display mode of the icon to be changed. The details of the change pattern determination table for the icon corresponding to the change stage will be described later.
[0496] The sub-CPU 130a determines the icon change pattern in step E520-10. Specifically, with reference to the change pattern determination table for the selected icon, based on the mode of the icon change in the current variation effect and the selection rate (%) of each icon change pattern, one icon change pattern is determined from among the plurality of icon change patterns.
[0497] In step E520-11, the sub-CPU 130a sets a change effect command corresponding to the determined icon change pattern in the transmission buffer and ends the current icon change effect execution process. As a result, the change effect command is transmitted to the display control unit 140 and the lamp control unit 150, and the display mode of the icon displayed on the first image display device 70 changes according to the change timing corresponding to the icon change pattern and the change stage at the change timing, or a predetermined sound effect (change sound) is output.
[0498] (Change Pattern Determination Table for Reserved Icons) FIG. 35 is a diagram showing a change pattern determination table for reserved icons, which is referred to when determining a change pattern for reserved icons.
[0499] In the change pattern determination table for reserved icons, the mode of the reserved icon change in the current variation effect, the selection rate (%) of each reserved icon change pattern, and the selected reserved icon change pattern are associated with each other, and the change effect generation timing and the change stage of the reserved icon in each reserved icon change pattern are described for reference.
[0500] For the reserved icon change pattern, when the icon disappears, when the reserved icon is shifted and displayed (at the start of the change), there are the normal change pattern 01 in which the display mode of the reserved icon changes with the output of a sound effect (at the start of the change), the normal change pattern 02 in which the display mode of the reserved icon changes during the change with the output of a sound effect, the character action change pattern 01 in which a character appears and an action effect acting on the icon starting from the character is performed to change the display mode of the icon, and the symbol action change pattern 01 in which a change notification symbol indicating that the display mode of the icon changes as a result of the change effect is temporarily stopped and an action effect acting on the reserved icon starting from the change notification symbol is performed to change the display mode of the reserved icon is set.
[0501] The occurrence timing of the change effect of the reserved icon is classified in relation to the progress state of the change effect. There are when the change effect starts (at the start of the change), when the change effect is being executed (during the change), and when the effect symbol 70a is temporarily stopped ((temporarily) stopped).
[0502] For the change stage of the reserved icon, 1UP that changes the display mode to a state where the jackpot winning expectation level is one level higher (for example, a change from a white icon to a blue icon, a change from a blue icon to a red icon), and 2UP that changes the display mode to a state where the jackpot winning expectation level is two levels higher (for example, a change from a white icon to a red icon) are set.
[0503] Note that the occurrence timing of the change effect of the reserved icon is the above three timings, but is not limited to these timings, and other timings may be provided. For example, during the execution of the change effect until a reach is established (during the change), during the execution of a normal reach, during the execution of an SP (SPSP) reach, etc. may be provided.
[0504] (Change pattern determination table for the icon) FIG. 36(a) is a table referred to when changing the display mode of the icon by one step, and FIG. 36(b) is a table referred to when changing the display mode of the icon by two steps.
[0505] In the change pattern determination table for the icon, the mode of the icon change in the current variation effect, the selection rate (%) of each icon change pattern, and the selected icon change pattern are associated with each other, and as a reference, the change effect occurrence timing of the icon in each icon change pattern and the change stage are described.
[0506] The icon change patterns include a normal change pattern 01 in which the display mode of the held icon changes at the start of the variation with the output of a sound effect, a normal change pattern 02 in which the display mode of the held icon changes during the variation with the output of a sound effect, and a character action change pattern 01 in which a character appears and an action effect acting on the icon starting from the character is performed to change the display mode of the icon.
[0507] The change effect occurrence timing of the icon is classified in relation to the progress state of the variation effect, and includes when the variation effect starts (at the start of the variation), during the execution of the variation effect (during the variation), and when the effect drawing 70a temporarily stops ((temporarily) stopped).
[0508] The change stage of the icon is set to 1UP (for example, a change from a white icon to a blue icon, a change from a blue icon to a red icon) that changes the display mode to a state where the jackpot winning expectation level is one stage higher, and 2UP (for example, a change from a white icon to a red icon, a change from a blue icon to a rainbow icon) that changes the display mode to a state where the jackpot winning expectation level is two stages higher.
[0509] Note that in the change pattern determination table for the icon of the present embodiment, the pattern action change pattern 01 was not selected to be selectable, but it may be made selectable. For example, in a variation effect that performs a pseudo - continuous effect, when the temporary stop display of the effect drawing 70a before the pseudo - variation is performed, the change notification drawing may be temporarily stopped and displayed.
[0510] The "pseudo continuous performance" is a special mode of the variable display of the performance symbols. For the jackpot determination based on the winning (ball entry) into one start port (the first start port 45, the second start port 47), in order to make it seem as if the variable display of a plurality of performance symbols has been executed, within the special figure variable time determined for the winning (ball entry) into one start port (the first start port 45, the second start port 47), after all the performance symbols 70a temporarily stop, the re-variable display that starts the variation again is executed once or a plurality of times.
[0511] Note that although the generation timing of the change performance of the icon was the above two timings, it is not limited to these timings, and other timings may be provided. For example, during the execution of the variation performance until the reach is established (during variation), during the execution of the normal reach or the SP (SPSP) reach, etc. may be provided.
[0512] (Continuous preview performance determination process of the performance control unit) Using FIG. 37, the continuous preview performance determination process in the performance control unit 130m will be described. FIG. 37 is a flowchart showing the continuous preview performance determination process in the performance control unit 130m.
[0513] The sub-CPU 130a determines in step E530-1 whether it has received a pre-reading specified command from the main control board 110. If it has received the pre-reading specified command, the process proceeds to step E530-2. If it has not received the pre-reading specified command, the current continuous preview performance determination process ends.
[0514] The sub-CPU 130a refers to the received pre-reading specified command in step E530-2 to grasp whether it is a jackpot, the type of jackpot game, and the performance content (scheduled variation pattern).
[0515] In step E530-3, it is determined whether the current time is within the executable period of the continuous preview performance. If it is within the executable period of the continuous preview performance (preview motion performance, preview effect performance, preview vibration performance, preview zone performance), the process proceeds to step E530-4. If it is not within the executable period of the continuous preview performance, the process proceeds to step E530-16 without executing the continuous preview performance based on the preview designation command received this time.
[0516] The "preview motion performance" is a performance that intermittently suggests the expectancy of executing a special game by executing an operation performance (preview performance) that operates the second movable member 74 in a predetermined manner at the timing immediately after the start of the variable performance in one or more variable performances.
[0517] The "preview effect performance" is a performance that intermittently suggests the expectancy of executing a special game by executing an effect performance (preview performance) that displays an effect image of a predetermined color around the performance symbol 70a at the timing immediately after the start of the variable performance in one or more variable performances.
[0518] The "preview vibration performance" is a performance that intermittently suggests the expectancy of executing a special game by executing a vibration performance (preview performance) that vibrates the operation button 17 in a predetermined manner at the timing immediately after the start of the variable performance in one or more variable performances.
[0519] The "preview zone performance" is a performance that continuously suggests the expectancy of executing a special game by executing a zone performance (preview performance) that displays a zone image from a predetermined timing in one or more variable performances.
[0520] The "executable period of continuous preview performance" means that there is no one who executes the continuous preview performance in the prior hold, the jackpot game is not being executed, it is in the normal game state when receiving a pre-reading designated command based on winning at the first start port 45, and it is in a specific game state (low-probability short game state, high-probability short game state) when receiving a pre-reading designated command based on winning at the second start port 47, etc.
[0521] In step E530-4, the sub-CPU 130a selects a continuous preview type determination table (see FIGS. 38 and 39) according to the current game state, and in step E530-5, refers to the continuous preview type determination table to determine the continuous preview type (whether to execute the continuous preview performance and the type of continuous preview performance to be executed). The details of the continuous preview type determination table will be described later.
[0522] In step E530-6, the sub-CPU 130a determines whether it is a continuous preview type for executing the continuous preview performance. If the continuous preview performance is not executed, the process proceeds to step E530-16. If the continuous preview performance is executed, in step E530-7, a continuous preview scenario determination table (see FIGS. 40 and 41) according to the current game state is selected. The details of the continuous preview scenario determination table will be described later.
[0523] In step E530-8, the sub-CPU 130a determines whether the continuous preview type for executing the pre-reading operation performance has been determined. If the pre-reading operation performance is not executed, the process proceeds to step E530-10. If the pre-reading operation performance is executed, in step E530-9, refers to the continuous preview scenario determination table to determine the pre-reading operation performance preview scenario and set it in the pre-reading information storage area of the sub-RAM 130c.
[0524] In step E530-10, the sub-CPU 130a determines whether the continuous preview type for executing the pre-reading effect presentation has been determined. If the pre-reading effect presentation is not to be executed, the process proceeds to step E530-12. If the pre-reading effect presentation is to be executed, in step E530-11, the preview scenario of the pre-reading effect presentation is determined by referring to the continuous preview scenario determination table and set in the pre-reading information storage area of the sub-RAM 130c.
[0525] In step E530-12, the sub-CPU 130a determines whether the continuous preview type for executing the pre-reading vibration presentation has been determined. If the pre-reading vibration presentation is not to be executed, the process proceeds to step E530-14. If the pre-reading vibration presentation is to be executed, in step E530-13, the preview scenario of the pre-reading vibration presentation is determined by referring to the continuous preview scenario determination table and set in the pre-reading information storage area of the sub-RAM 130c.
[0526] In step E530-14, the sub-CPU 130a determines whether the continuous preview type for executing the pre-reading zone presentation has been determined. If the pre-reading zone presentation is not to be executed, the current continuous preview presentation determination process ends. If the pre-reading zone presentation is to be executed, in step E530-15, the preview scenario of the pre-reading zone presentation is determined by referring to the continuous preview scenario determination table and set in the pre-reading information storage area of the sub-RAM 130c, and the current continuous preview presentation determination process ends.
[0527] In step E530-16, the sub-CPU 130a determines the non-preview scenario of the continuous preview presentation (the preview scenario indicating that the continuous preview presentation is not to be executed) and sets it in the pre-reading information storage area of the sub-RAM 130c, and the current continuous preview presentation determination process ends.
[0528] Note that the preview scenario or non-preview scenario set in the look-ahead information storage area of the sub-RAM 130c is referred to in the continuous preview effect execution process of step E540 described above, and a process for executing the continuous preview effect or a process for not executing the continuous preview effect will be performed.
[0529] As described above, according to the continuous preview effect determination process shown in FIG. 37, in the normal game state, since the look-ahead operation effect is not executed in the variable display (variable effect) of the second special symbol, in the normal game state, the variable display (variable effect) of the first special symbol is more likely to cause the second movable member 74 to operate (move) than when the variable display (variable effect) of the second special symbol is executed. Therefore, in the normal game state, the effect of the variable display (variable effect) related to the first special symbol can be enhanced, and the interest of the game can be improved.
[0530] Also, according to the continuous preview effect determination process shown in FIG. 37, in the normal game state, since the look-ahead vibration effect is not executed in the variable display (variable effect) of the second special symbol, in the normal game state, the variable display (variable effect) of the first special symbol is more likely to cause the vibration effect to be executed than when the variable display (variable effect) of the second special symbol is executed. Therefore, in the normal game state, the effect of the variable display (variable effect) related to the first special symbol can be enhanced, and the interest of the game can be improved.
[0531] Also, according to the continuous preview effect determination process shown in FIG. 37, in a specific game state, since the look-ahead operation effect is not executed in the variable display (variable effect) of the first special symbol, in the specific game state, the second movable member 74 is more likely to operate (move) when the variable display (variable effect) of the second special symbol is executed than when the variable display (variable effect) of the first special symbol is executed. Therefore, in the specific game state, the effect of the variable display (variable effect) related to the second special symbol can be enhanced, and the interest of the game can be improved.
[0532] Also, according to the continuous preview effect determination process shown in FIG. 37, in a specific gaming state, since the advance vibration effect is not executed in the variable display (variable effect) of the first special symbol, in the specific gaming state, the vibration effect is more likely to be executed when the variable display (variable effect) of the second special symbol is executed than when the variable display (variable effect) of the first special symbol is executed. Therefore, the effect of the effect related to the variable display (variable effect) of the second special symbol in the specific gaming state can be enhanced, and the interest of the game can be improved.
[0533] (Continuous preview type determination table) FIG. 38 is a diagram showing a continuous preview type determination table for the normal gaming state referred to for determining the continuous preview type in the normal gaming state, and FIG. 39 is a diagram showing a continuous preview effect determination table for the time-saving state referred to for determining the continuous preview type in the time-saving state.
[0534] As shown in FIGS. 39 and 40, in the continuous preview type determination table, an advance designation command (scheduled variation pattern), the selection rate (%) of each continuous preview type, and the selected continuous preview type are associated with each other. For the continuous preview type, there are provided "non-execution" in which the continuous preview effect is not executed, "advance movement effect" in which one of a plurality of types of continuous preview effects is executed, "advance effect", "advance vibration effect", "advance zone effect", "advance effect & advance vibration effect" in which two of a plurality of types of continuous preview effects are executed, and "advance movement effect & advance zone effect".
[0535] For example, when the advance designation command (scheduled variation pattern) is a miss and the SP reach effect is executed, "non-execution" is determined at 85%, "advance effect" is determined at 5%, "advance movement effect" is determined at 4%, "advance vibration effect" is determined at 3%, "advance zone effect" is determined at 2%, and "advance effect & advance vibration effect" is determined at 1%.
[0536] As the first feature of the continuous announcement type determination table shown in FIGS. 39 and 40, even in the case of a special loss during the normal gaming state, a continuous announcement effect can be executed. By doing so, it is possible to improve the expectation of the player in the normal gaming state where a time-saving gaming state occurs due to a special loss.
[0537] As the second feature of the continuous announcement type determination table shown in FIGS. 39 and 40, in the case of a special loss during the time-saving state, the icon change effect is not executed (restricted). By doing so, it is possible to suppress the inconvenience of betraying the player's expectation in the time-saving state where the time-saving gaming states C1 and C2 do not occur even in the case of a special loss, and it is possible to improve the interest of the game.
[0538] As the third feature of the continuous announcement type determination table shown in FIGS. 39 and 40, the number of types of continuous announcement effects to be determined is smaller (the types of continuous announcements that can be determined are restricted) than in the case of a big win or a loss. By doing so, it is possible to prevent the inconvenience of causing excessive expectation to the player even though the big win game is not executed, and it is possible to improve the interest of the game.
[0539] Note that, in the case of a special loss during the time-saving state, instead of not executing the continuous announcement effect, it may be executed at a lower rate than in the normal gaming state, or for example, only the prediction effect may be determined, so that the execution of the continuous announcement effect is restricted compared to the normal gaming state.
[0540] (Continuous Announcement Effect Scenario Determination Table) FIG. 40 is a diagram showing a continuous announcement scenario determination table for the normal gaming state referred to for determining the scenario of the continuous announcement effect in the normal gaming state, and FIG. 41 is a diagram showing a continuous announcement scenario determination table for the time-saving state referred to for determining the scenario of the continuous announcement effect in the time-saving state.
[0541] In the continuous preview scenario determination table, the number of special symbols on hold, the pre-reading specified command (scheduled change pattern), the selection rate (%) of each preview scenario, and the selected preview scenario are associated with each other. For reference, the pre-changes in each scenario (4 changes before, 3 changes before, 2 changes before, 1 change before), and the presentation mode of the continuous preview effect in the said change are described.
[0542] "Pre-change" refers to the variable display (variable effect) executed based on the special symbol determination information stored before the special symbol determination information corresponding to the newly received pre-reading specified command, and "the said change" refers to the variable display (variable effect) executed based on the special symbol determination information corresponding to the newly received pre-reading specified command.
[0543] "Weak preview" means that the presentation mode varies according to the continuous preview type. In the case of the pre-reading operation effect, the second movable member 74 emits light in blue and performs a weak operation, and at the same time, a weak operation effect sound is output. In the case of the pre-reading effect, a blue effect image is displayed around the presentation symbol 70a, and at the same time, a blue effect sound is output. In the case of the pre-reading vibration effect, the vibrator for vibrating the presentation button 17 vibrates weakly for 1 second, and at the same time, the presentation button 17 blinks white. In the case of the pre-reading zone effect, a blue zone image is displayed, and at the same time, a zone effect sound is output.
[0544] "Strong preview" means that the presentation mode varies according to the continuous preview type. In the case of the pre-reading operation effect, the second movable member 74 emits light in red and performs a strong operation, and at the same time, a strong operation effect sound is output. In the case of the pre-reading effect, a red effect image is displayed around the presentation symbol 70a, and at the same time, a red effect sound is output. In the case of the pre-reading vibration effect, the vibrator for vibrating the presentation button 17 vibrates strongly for 3 seconds, and at the same time, the presentation button 17 blinks red. In the case of the pre-reading zone effect, a red heat zone image is displayed, and at the same time, a heat zone effect sound is output.
[0545] In the continuous preview performance scenario, there are scenarios such as Scenario 11 where a weak or strong preview is executed during the pre-change period instead of not executing a weak or strong preview during the pre-change period, and Scenario 22 where a weak or strong preview is executed during the pre-change period and during the change period.
[0546] As the first feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, the expected jackpot probability is higher when multiple types of continuous preview performances are executed than when one type of continuous preview performance is executed. Therefore, the expectation of the player can be effectively increased, and the interest of the game can be improved.
[0547] As the second feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, the continuous preview performance is more likely to be executed (the execution ratio is higher) in the time-limited state than in the normal game state. That is, the expected jackpot probability when the continuous preview performance is executed is lower. Therefore, the game characteristics can be made different depending on the type of game state (performance mode), and the interest of the game can be improved.
[0548] As the third feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in the time-limited state, the continuous preview performance (here, the preview effect performance and the preview action performance) is more likely to be executed than in the normal game state when it is planned (the preview result) to execute the normal reach performance. Therefore, in the time-limited state where (ultra) short variations are more likely to occur than in the normal game state, it is possible to prevent the variation performance from becoming monotonous, and the interest of the game can be improved.
[0549] As a fourth feature of the various tables related to the continuous advance notice effect shown in FIGS. 38 to 41, in the time-limited state, the continuous advance notice effect (here, the advance notice effect, the advance notice motion effect, and the advance notice zone effect) is more likely to be executed than in the normal gaming state when it is planned (advance notice result) that the SP reach effect will be executed. Therefore, in the time-limited state where there are more (ultra) short-variations than in the normal gaming state, it is possible to prevent the variation effects from becoming monotonous and improve the interest of the game.
[0550] As a fifth feature of the various tables related to the continuous advance notice effect shown in FIGS. 38 to 41, in the time-limited state, the continuous advance notice effect (here, the advance notice effect, the advance notice motion effect, and the advance notice zone effect) is more likely to be executed than in the normal gaming state when it is planned (advance notice result) that the SPSP reach effect will be executed. Therefore, in the time-limited state where there are more (ultra) short-variations than in the normal gaming state, it is possible to prevent the variation effects from becoming monotonous and improve the interest of the game.
[0551] As a sixth feature of the various tables related to the continuous advance notice effect shown in FIGS. 38 to 41, in the time-limited state, the continuous advance notice effect (here, the advance notice motion effect and the advance notice zone effect) is more likely to be executed than in the normal gaming state when it is planned (advance notice result) that the full-rotation reach effect will be executed. Therefore, in the time-limited state where there are more ultra-short variations than in the normal gaming state, it is possible to prevent the variation effects from becoming monotonous and improve the interest of the game.
[0552] As the seventh feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in the normal game state rather than the time-shortened state, the preview vibration performance (vibration performance without the effective period of the performance button 17 or the display of the operation promotion image) is more likely to be executed (the execution ratio is high = the jackpot expectation degree is different). Therefore, in the normal game state where the stay period is more likely to be longer than in the time-shortened state, it is possible to make the player more likely to experience the preview vibration performance, and it is possible to improve the interest of the game. Also, in the time-shortened state where the variation time is more likely to be shorter than in the normal game state, the preview vibration performance can be made rare, and it is possible to improve the interest of the game.
[0553] As the eighth feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in the time-shortened state, the preview vibration performance is less likely to be executed (the execution ratio is low) than in the case where it is planned (preview result) that a specific reach performance (normal reach performance, SP reach performance, SPSP reach performance) is to be executed in the normal game state. Therefore, in the first specific game state (time-shortened game state A1, time-shortened game state B, time-shortened game state C2) where the variation time is more likely to be shorter than in the normal game state (performance modes A to C), the preview vibration performance can be made rare, and it is possible to improve the interest of the game.
[0554] As the ninth feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in the first specific game state (time-shortened game state A1, time-shortened game state B, time-shortened game state C2), the preview motion performance is more likely to be executed (the execution ratio is high) than in the normal game state. Therefore, in the time-shortened state where the variation time is more likely to be shorter than in the normal game state, the preview vibration performance can be made rare, and it is possible to improve the interest of the game.
[0555] As the tenth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, when a continuous preview effect that ends with a single variation effect is executed in the normal game state, it is more difficult (the execution rate is lower) for a reach effect (normal reach effect, SP reach effect, SPSP reach effect) to be executed in the variation effect that is the target of the continuous preview effect when a continuous preview effect that ends with a single variation effect is executed in the time-saving state. Therefore, the game characteristics can be made different depending on the game state, and it becomes possible to improve the interest of the game.
[0556] As the eleventh feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, when a continuous preview effect that ends with two variation effects is executed in the time-saving state, it is easier for a reach effect (normal reach effect, SP reach effect, SPSP reach effect) to be executed in the variation effect that is the target of the continuous preview effect when a continuous preview effect that ends with two variation effects is executed in the normal game state. Therefore, the game characteristics can be made different depending on the game state, and it becomes possible to improve the interest of the game.
[0557] As the twelfth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, when in a state where a continuous preview effect can be executed over a plurality of variation effects (the number of holds is 2 to 4), when a continuous preview effect with only a single variation effect is executed in the normal game state, it is more difficult for a reach effect (normal reach effect, SP reach effect, SPSP reach effect) to be executed in the variation effect that is the target of the continuous preview effect when a continuous preview effect with only a single variation effect is executed in the time-saving state. Therefore, the game characteristics can be made different depending on the game state, and it becomes possible to improve the interest of the game.
[0558] As a 13th feature of various tables related to the continuous preview performance shown in FIGS. 38 to 41, when a continuous preview performance over three variable performances is executed in the normal game state rather than in the time-saving state, a reach performance (normal reach performance, SP reach performance, SPSP reach performance) is more likely to be executed in the variable performance that is the target of the continuous preview performance. Therefore, the game characteristics can be varied depending on the game state, and the interest of the game can be improved.
[0559] As a 14th feature of various tables related to the continuous preview performance shown in FIGS. 38 to 41, when a continuous preview performance over three variable performances is executed in the event state rather than in the normal game state, a reach performance (for example, SP reach performance, SPSP reach performance) with a high jackpot expectation is more likely to be executed in the variable performance that is the target of the continuous preview performance. Therefore, the game characteristics can be varied depending on the game state, and the interest of the game can be improved.
[0560] As a 15th feature of various tables related to the continuous preview performance shown in FIGS. 38 to 41, it is possible to execute a predictive operation performance using the same movable member (second movable member 74) in the normal game state and the time-saving state, but the jackpot expectation levels are different when the predictive operation performance is executed in the normal game state and the time-saving state. Therefore, the game characteristics can be varied depending on the game state, and the interest of the game can be improved.
[0561] As a 16th feature of various tables related to the continuous preview performance shown in FIGS. 38 to 41, when executing the predictive operation performance in the normal game state and the time-saving state, the ratio (100%) of operating the second movable member 74 that is not used in the decision performance is higher than the ratio (0%) of operating the first movable member 73 used in the decision performance described later. Therefore, it is possible to avoid the inconvenience of misinterpreting that a jackpot is obtained just because the predictive operation performance is executed, and the interest of the game can be improved.
[0562] Note that, instead of operating the second movable member 74 in the strong preview operation performance, the first movable member 73 may be operated. Even in this case, when executing the preview operation performance in the normal gaming state and the time-saving state, the ratio of operating the second movable member 74 may be made higher than the ratio of operating the first movable member 73.
[0563] As the 17th feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, when executing the preview vibration performance in the normal gaming state and the time-saving state, the ratio of setting the performance button 17 to the normal state (0%) is higher than the ratio of setting the performance button 17 to the protruding state (0%). Therefore, the rarity of the performance button 17 being in the protruding state (being in the protruding state only in the determined performance described later) can be ensured, and it is possible to improve the interest of the game.
[0564] Note that, instead of vibrating the performance button 17 while keeping it in the normal state in the strong preview of the preview vibration performance, it may be vibrated in the protruding state. Even in this case, when executing the preview vibration performance in the normal gaming state and the time-saving state, the ratio of setting the performance button 17 to the normal state may be made higher than the ratio of setting it to the protruding state.
[0565] As the 18th feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in a predetermined period after the start of the variable performance targeted for the continuous preview performance (from the start of the variation to the first high-speed variation period of the performance symbol 70a), the weak preview of the preview operation performance (weak operation of the first movable member 73 + blue light emission) or the weak preview of the preview effect performance (display of a blue effect image around the performance symbol 70a) is executed. When the weak preview of the preview vibration performance (weak vibration of the performance button 17 for 1 second) is executed without displaying the operation promotion image, the degree of expectation of a big win is higher. Therefore, it is possible to effectively increase the player's sense of expectation by using the operation means that can be operated by the player, and it is possible to improve the interest of the game.
[0566] As the 19th feature of the various tables related to the continuous preview effect sh...
Claims
Claim 1 In a gaming machine capable of executing a special game advantageous to a player, an acquisition means for acquiring determination information based on the establishment of a start condition; a determination means for determining the determination information acquired by the acquisition means; a variable display execution means for executing a variable display of symbols based on the determination; a state control means controllable between a normal game state and a specific game state different from the normal game state; and a performance control means capable of executing a game performance according to the determination, comprising: The specific game state is a first specific game state that is controlled over a predetermined period and in which the start condition is more likely to be satisfied than in the normal game state; a second specific game state that is controlled over a predetermined period and in which the start condition is more likely to be satisfied than in the normal game state but is disadvantageous to the player compared to the first specific game state, and The performance control means is capable of displaying predetermined game result information related to the result of the game when the specific game state ends; while being capable of displaying the predetermined game result information when the first specific game state ends; and a gaming machine characterized in that the predetermined game result information is not displayed when the second specific game state ends.
Citation Information
Patent Citations
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