Gaming machine
The gaming machine improves player engagement by implementing simultaneous gaming rotations and state transitions with variable displays and lottery results, enhancing motivation through dynamic gaming value allocation.
Patent Information
- Application Number
- JP2020185656
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-11-06
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2040-11-06
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player motivation and interest by providing dynamic and varied gaming value during play.
The gaming machine incorporates first and second gaming rotation operations with variable display times and specific lottery results, allowing simultaneous execution of these operations, granting gaming values like big wins and transitioning between gaming states based on predetermined conditions.
Enhances player engagement by offering dynamic gaming experiences with varied gaming values and states, increasing motivation through unpredictable and rewarding gameplay.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] Some pachinko machines draw a jackpot when a ball enters the first slot, announcing the result of the jackpot with a first special symbol, and then draw a jackpot when a ball enters the second slot, where the ball is facilitated by the support of an electric device, announcing the result of the jackpot with a second special symbol. Some pachinko machines transition to an electric role support mode after a jackpot play, making it easier to receive support from the electric device. Other pachinko machines include so-called ST machines and time-saving machines, in which the electric role support mode ends after a maximum number of plays have been played. Some pachinko machines also allow the first and second special symbols to change simultaneously. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-163078 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in gaming machines, it is important to improve a player's motivation to play by providing a gaming value during a game.
[0005] An object of the present invention is to provide a gaming machine that can increase the player's interest and motivation to play by appropriately allocating gaming value during play. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: A first gaming means (41) that performs a first gaming rotation operation (a first special drawing game) based on the establishment of a first start condition (entry of a game ball into the first winning opening 314); A second gaming means (41) that performs a second gaming rotation operation (a second special drawing game) based on the establishment of a second start condition different from the first start condition (entry of a game ball into the second winning opening 315); Comprising; When variable display is performed based on the establishment of a start condition, and one game rotation operation is defined as the period from the start of the variable display until the notification of the game result of the variable display is terminated at the end of the variable display, the first gaming means and the second gaming means are gaming machines in which the variable display can be executed simultaneously by a predetermined display means, When the first start condition is established and a specific lottery result (miss in the time-saving symbol stop) occurs during a predetermined gaming state (a time-saving gaming state) more advantageous than the normal gaming state, setting means for setting a variable display time for a predetermined time (50 seconds, 100 seconds, or 150 seconds) is provided, During the variable display time for the predetermined time set by the setting means, the second gaming rotation operation can be terminated a predetermined number of times, The predetermined gaming state ends when at least a predetermined upper limit number of times (200 times) of the second gaming rotation operation is executed, When the first gaming rotation operation corresponding to the specific lottery result ends during the predetermined gaming state, a predetermined gaming state execution means (41) capable of continuously executing the predetermined gaming state, Means capable of granting a predetermined gaming value (execution of a big win game) when a predetermined lottery result (big win) occurs at the end of the second gaming rotation operation during the variable display time for the predetermined time, When the predetermined second gaming rotation operation (the second special drawing game for ending the time-saving gaming state) executed during the variable display time for the predetermined time ends, means (41) for ending the predetermined gaming state and executing the normal gaming state, When the variable display time for the predetermined time ends after the predetermined second gaming rotation operation ends and the normal gaming state is entered, means (41) capable of granting a specific gaming value different from the predetermined gaming value (transition to a c time-saving gaming state), Characterized by comprising.
Brief Explanation of Drawings
[0007]
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【Figure A diagram showing an example of a screen of the symbol display section in the special figure game executed in the second short game state. A diagram showing an example of a screen of the symbol display section in the special figure game executed in the second short game state. A diagram showing an example of a screen of the symbol display section in the special figure game executed in the second short game state. A flowchart showing an example of the procedure of the stop symbol combination setting process executed in the command determination process of FIG. 104. A diagram showing an example of the relationship between the number of short game times and the stop display combination of the decorative symbols. A flowchart showing an example of the procedure of the short game times counter process executed in the command determination process of FIG. 104. A diagram showing an example of a table used in the main control device of the gaming machine according to the fifth embodiment of the present invention. A flowchart showing an example of the procedure of the variation type (production pattern) setting process in the command determination process executed by the voice lamp control device of the gaming machine shown in FIG. 82. A diagram showing an example of production patterns (first production pattern and second production pattern) in the second short game state. A flowchart showing an example of the procedure of the stop symbol combination setting process executed in the command determination process. A diagram showing an example of the setting of the number of short game times at the transition to the third short game state in the gaming machine according to the sixth embodiment of the present invention. A flowchart showing an example of the procedure of the game state transition process in the main process executed by the main control device of the gaming machine according to the sixth embodiment of the present invention. A diagram showing an example of a table used in the main control device of the gaming machine according to the seventh embodiment of the present invention. A diagram showing an example of a screen of the symbol display unit in the special symbol game executed in the second short game state. A diagram showing an example of a table used in the voice lamp control device of the gaming machine according to the seventh embodiment of the present invention. A diagram showing an example of a screen of the symbol display unit in the special symbol game executed in the second short game state. A diagram showing the game flow by the gaming machine according to the eighth embodiment of the present invention. A timing chart showing an example of the end timing of the first special game started in the a-short game state. A front view showing an example of the game board. A block diagram showing an example of the special symbol reservation storage area provided in the RAM of the main control device. A diagram showing an example of a table used in the main control device. A diagram showing an example of a table used in the main control device. A flowchart showing the procedure of the first special symbol reservation command setting process executed in the start winning process of FIG. 18. A flowchart showing the procedure of the through gate process executed in the main timer interrupt process of FIG. 17. A flowchart showing an example of the procedure of the normal symbol game control process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the normal symbol data setting process executed in the normal symbol game control process of FIG. 132. A flowchart showing an example of the procedure of the general drawing variation start process executed in the general drawing game control process of FIG. 132. A flowchart showing an example of the procedure of the general drawing winning game control process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the special drawing game control process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the first special drawing data setting process executed in the special drawing game control process of FIG. 136. A flowchart showing an example of the procedure of the first special drawing game start process executed in the special drawing game control process of FIG. 136. A flowchart showing an example of the procedure of the first special drawing game end process executed in the special drawing game control process of FIG. 136. A flowchart showing an example of the procedure of the second special drawing data setting process executed in the special drawing game control process of FIG. 136. A flowchart showing an example of the procedure of the second special drawing game start process executed in the special drawing game control process of FIG. 136. A flowchart showing an example of the procedure of the second special drawing game end process executed in the special drawing game control process of FIG. 136. A flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. A flowchart showing an example of the procedure of command determination processing executed in the sub-timer interrupt processing of FIG. 42. A flowchart showing an example of the procedure of command determination processing executed in the sub-timer interrupt processing of FIG. 42. A flowchart showing an example of the procedure of the short game count counter processing executed in the command determination processing of FIG. 149. A flowchart showing an example of the procedure of the first variation type (production pattern) setting processing executed in the command determination processing of FIG. 149. A diagram showing an example of a screen on the symbol display unit. A diagram showing an example of a screen on the symbol display unit. A flowchart showing an example of the procedure of the second variation type (production pattern) setting processing executed in the command determination processing of FIG. 149. FIG. 155(A) is a flowchart showing an example of the procedure of the first time attack production end processing executed in the command determination processing of FIG. 149, and FIG. 155(B) is a flowchart showing an example of the procedure of the second time attack production end processing executed in step S4432 in the command determination processing of FIG. 149. A diagram showing an example of a table used in the main control device of the gaming machine according to the ninth embodiment of the present invention. [Embodiments for Carrying Out the Invention]
[0008] Hereinafter, with reference to the accompanying drawings, the first to ninth embodiments of the present invention will be described to facilitate understanding of the present invention. Further, each of the following embodiments is an example embodying the present invention and does not limit the technical scope of the present invention.
[0009] [First Embodiment] First, the gaming machine 10 according to the first embodiment of the present invention will be described with reference to FIGS. 1 to 55.
[0010] [Schematic Configuration of Gaming Machine 10] Here, FIG. 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are development views of the gaming machine 10, and FIGS. 4 to 6 are front views of the game board 31 of the gaming machine 10. Hereinafter, the expressions of front, rear, left, right, upper, and lower used in this embodiment are defined by the front-rear direction D1, the up-down direction D2, and the left-right direction D3 shown in FIGS. 1 to 3.
[0011] As shown in FIGS. 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a game hall by fixing the outer frame 14 to an island facility (not shown) in the game hall. In this embodiment, a pachinko gaming machine is taken as an example of the gaming machine for description. However, the present invention is also applicable to other gaming machines such as a rotary gaming machine (slot machine), an arranged ball gaming machine, and a jan ball gaming machine.
[0012] [Configuration of the front frame 11] The front frame 11 is openable and closable with respect to the outer frame 14 by being rotatably supported at the left end by the outer frame 14. Further, the inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11. Furthermore, the back pack unit 13 is openable and closable with respect to the inner frame 12 by being rotatably supported at the left end by the inner frame 12.
[0013] The front frame 11 includes an operation button 20, a selection determination unit 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, an electric decoration unit 27, and the like.
[0014] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 7) that switches the input signal to the sound lamp control device 5 described below depending on whether or not the operation button 20 is pressed. This allows the sound lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. This operation button 20 is operated to execute an operation button effect that is executed in response to an operation of the operation button 20 by the player during a predetermined operation acceptance period in a special symbol game effect that is executed in a special symbol game to clearly show the result of the jackpot lottery to the player.
[0015] The position where the operation button 20 is installed is not limited to the front of the upper tray 23, and may be any position on the front frame 11 as long as it is a position where the player can operate it. The operation button 20 is not limited to one, and may be two or more. The operation button 20 may also be equipped with a jog dial. In this case, by operating the jog dial, desired items can be provisionally selected from options (items) on various setting screens when configuring various game settings, such as the performance stage (background performance), characters, music during jackpot play, as well as the frequency of selection of predetermined effects and the likelihood of a jackpot, and the provisionally selected option (item) can be selected by operating the operation button 20.
[0016] Furthermore, one or more operation means such as the operation button 20 that accepts operation by the player may be provided. Examples of the operation means include, in addition to the operation button 20, a rotatable handle, a rotatable lever, a push-in member that can move back and forth or up and down (reciprocating), a touch panel provided on the symbol display unit 341 or the sub-movable display unit 38 described below, or a combination of two or more of these operation means (for example, an operation means that can rotate and move back and forth), and the operation button 20 may be provided on these operation means (for example, an operation means in which the operation button 20 or a touch panel is provided on a handle or lever).
[0017] The selection determination unit 21 is operated by the player. For example, in a standby state where the game is not being executed, it receives the player's pressing operation and is a push button used when the player makes various game settings. Examples of the various game settings include settings for characters appearing in game effects, settings for the execution frequency of various effects such as button effects, and settings for the jackpot expectation degree of various effects. This selection determination unit 21 includes a plurality of selection buttons 21A and a determination button 21B.
[0018] The plurality of selection buttons 21A are operated by the player to temporarily select a desired item from options (items) on various setting screens when making various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, the temporary selection means a state in which the content temporarily selected is determined (stored in the RAM 512) when the determination button 21B is operated. Each of these selection buttons 211 to 214 is provided with an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d for switching the input signal to the voice lamp control device 5 as shown in FIG. 7. These switches 211a to 211d are connected to the input / output I / F of the voice lamp control device 5. Therefore, the voice lamp control device 5 can determine whether an operation on each of the selection buttons 211 to 214 has been performed based on the input signals of the switches 211a to 211d.
[0019] Also, in the present embodiment, when it is detected that an operation on each of the selection buttons 211 to 214 has started, it is determined that an operation on each of the selection buttons 211 to 214 has been performed. Of course, when it is detected that the operation on each of the selection buttons 211 to 214 is continuing or the operation has ended, it may be determined that an operation on each of the selection buttons 211 to 214 has been performed.
[0020] On the other hand, the determination button 21B is operated by the player to determine the temporarily selected item. The determination button 21B includes a determination operation switch 21Ba for switching an input signal to the voice lamp control device 5 described later. The determination operation switch 21Ba is connected to the input / output I / F of the voice lamp control device 5. Therefore, the voice lamp control device 5 can determine whether or not an operation on the determination operation switch 21Ba has been performed based on the input signal of the determination operation switch 21Ba.
[0021] Alternatively, instead of the plurality of selection buttons 21A (211 to 214) and the determination button 21B, a touch panel provided with a symbol display unit 341 and a sub-movable display unit 38 described later may be provided to receive the operation of the player, and the touch panel may be provided as an operation means. Alternatively, instead of the plurality of selection buttons 21A (211 to 214), a rotating member such as a jog dial may be provided. The selection switches 211a to 211d and the determination operation switch 21Ba (see FIG. 7) are contact type switches, but may be, for example, piezoelectric elements as long as they can be used to detect the presence or absence of an operation by the player.
[0022] The firing handle 22 is a rotary handle operated by the player to fire a game ball. In the gaming machine 10, a basic game is played by firing a game ball from a game ball firing mechanism 32 described later with a strength corresponding to the amount of rotation operation of the firing handle 22 by the player. In the gaming machine 10, in a situation where the firing handle 22 is being operated by the player, the game ball firing mechanism 32 is driven and controlled so that one game ball is fired toward the game area every 0.6 seconds.
[0023] The upper tray 23 is disposed below the panel 25 and is used to store the game balls paid out from the payout device 132 of the payout mechanism 130 described later and guide the stored game balls to the game ball firing mechanism 32 in a state where they are aligned in a row. The lower tray 24 is provided further below the upper tray 23 and is used to store the game balls that are surplus in the upper tray 23.
[0024] The panel 25 is a colorless transparent or colored transparent glass or synthetic resin through which a player can visually recognize the game board 31 of the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right at the upper end of the front frame 11, and execute a voice output effect for outputting voice. Note that the installation position of the speakers 26 is not limited to the upper end of the front frame 11. Further, the electric decoration unit 27 incorporates a light source such as a display lamp or an LED, and executes a lamp effect according to a lighting color, a blinking pattern such as lighting or turning off.
[0025] [Configuration of the Inner Frame 12] As shown in FIGS. 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. The inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11 as described above. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 are openable and closable with respect to the front frame 11. Note that in FIG. 2, the description on the board surface of the game board 31 is omitted for simplicity of illustration.
[0026] The control unit 33 is provided on the back side of the game board 31 and has a main control unit 331 and a sub-control unit 332. In the gaming machine 10, a command (control signal) for instructing control contents is transmitted from the main control unit 331 to the sub-control unit 332 in one direction. Details of the main control unit 331 and the sub-control unit 332 will be described in detail later.
[0027] As shown in FIG. 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning opening 313, a first winning opening 314, a second winning opening 315, a variable winning opening 316, through gates 317L, 317R, an out opening 318, a variable display unit 34, a main display unit 36, a sub-movable display unit 38, and a movable accessory member 39.
[0028] The inner rail 311 and the outer rail 312 are conveying paths for sending out the game balls launched from the game ball launching mechanism 32 toward the game area on the game board surface of the game board 31. And after being launched from the inner rail 311 and the outer rail 312, the game balls that do not enter the general winning opening 313, the first winning opening 314, the second winning opening 315, or the variable winning opening 316 are discharged from the out opening 318.
[0029] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and the outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 to the inner rail 311 and the outer rail 312. The ball feeding device 322 has driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is driving means for launching the game balls supplied onto the launching rail 321 toward the inner rail 311 and the outer rail 312. And in the gaming machine 10, the solenoid 323 is driven and controlled according to the operation of the launch handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 to the game board 31. Note that the game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0030] Returning to the description of FIG. 4, openings that penetrate the game board 31 in the front-rear direction are formed in the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the out opening 318. On the back side of the game board 31, ball entry sensors 313a, 314a, 315a, 316a (see FIG. 7) capable of individually detecting the entry of game balls are provided corresponding to the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, respectively. Further, the game balls that have passed through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the out opening 318 are collected on the back side of the game board 31 and are detected by an out ball sensor 318a (see FIG. 7) described later. The through gates 317L, 317R are gates that penetrate vertically and through which game balls can pass, and have ball entry sensors 317La, 317Ra (see FIG. 7) capable of individually detecting the game balls passing through the through gates 317L, 317R. In the game board 31, the game balls launched in the left region of the game board 31 may pass through the through gate 317L, and the game balls launched in the right region of the game board 31 may pass through the through gate 317R. Then, a normal hit lottery for determining whether or not to open the second winning opening 315 is executed when the passage of the game balls through the ball entry sensors 317La, 317Ra (see FIG. 7) is detected. When the lottery result in the normal hit lottery is a hit, game balls can enter the second winning opening 315 by opening an electric accessory 315b described later. That is, in the gaming machine 10, not only in the probability-variable gaming state (high probability mode and high-frequency support mode) and the time-saving gaming state (low probability mode and high-frequency support mode), but also by launching game balls in the left region of the game board 31, it is possible to cause game balls to enter the second winning opening 315 even in the normal gaming state (low probability mode and low-frequency support mode).
[0031] Note that the high-probability mode has a high jackpot probability of winning the jackpot as a result of the jackpot lottery (see Fig. 9(B)), and it is a mode that easily shifts to the jackpot game state in which the jackpot game is executed. In contrast, the low-probability mode has a low jackpot probability of winning the jackpot as a result of the jackpot lottery (see Fig. 9(A)), and it is a mode that is difficult to shift to the jackpot game state in which the jackpot game is executed. Also, the high-frequency support mode has a high general winning probability of winning the general winning as a result of the general winning lottery (see Fig. 12(B)), and since the operating frequency of the electric accessory 315b described later is high, it is a mode in which it is easy for the game balls to enter the second winning opening 315. In contrast, the low-frequency support mode has a low general winning probability of winning the general winning as a result of the general winning lottery (see Fig. 12(A)), and since the operating frequency of the electric accessory 315b is low, it is a mode in which it is difficult for the game balls to enter the second winning opening 315.
[0032] The ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a (see Fig. 7) are electrically connected to the main control unit 331, and the detection results of the ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are input to the main control unit 331. The main control unit 331 (MPU 41) transmits a command to cause the payout control device 7 to pay out game balls according to the detection results of the ball entry sensors 313a to 316a. Hereinafter, the detection of the entry of game balls by the ball entry sensors 313a to 316a may be referred to as a win. Also, the main control unit 331 (MPU 41) counts the number of out balls based on the detection results of the out ball sensor 318a. The number of out balls counted here matches the number of fired game balls launched onto the game board 31 by the game ball launching mechanism 32.
[0033] Note that the ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but may be any sensors capable of individually detecting the entry of game balls by other detection methods.
[0034] In addition, the second winning opening 315 is provided with an electric accessory (electric accessory) 315b that switches whether or not there is a restriction on the entry of game balls into the second winning opening 315. The electric accessory 315b is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the electric accessory 315b opens, it becomes possible for game balls to enter the second winning opening 315, and when the electric accessory 315b closes, the entry of game balls into the second winning opening 315 is restricted.
[0035] Furthermore, the variable winning opening 316 is provided with an opening and closing door 319 that switches whether or not there is a restriction on the entry of game balls into the variable winning opening 316. The opening and closing door 319 is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the opening and closing door 319 opens, it becomes possible for game balls to enter the variable winning opening 316, and when the opening and closing door 319 closes, the entry of game balls into the variable winning opening 316 is restricted. Note that the opening and closing door 319 is moved to a position where it opens the variable winning opening 316 in the round game in the opening and closing execution mode in the big win game, and waits at a position where it closes the variable winning opening 316 otherwise. As a result, in the round game in the big win game, game balls launched into the right area of the game board 31 can enter the variable winning opening 316.
[0036] In the gaming machine 10, when the entry of game balls into the first winning opening 314 or the second winning opening 315 is detected by the entry sensor 314a or the entry sensor 315a, the main control unit 331 conducts a big win lottery. Then, the main control unit 331 controls the display on the main display unit 36 according to the lottery result in the big win lottery. Also, the lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34 and the like according to the lottery result.
[0037] In addition, in the gaming machine 10, when the entry of game balls into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316 is detected by the entry sensors 313a to 316a, a preset number of prize balls are paid out. For example, the number of prize balls when a game ball enters the general winning opening 313 is 10, the number of prize balls when a game ball enters the first winning opening 314 or the second winning opening 315 is 3, and the number of prize balls when a game ball enters the variable winning opening 316 is 10. In particular, in the gaming machine 10, when the lottery result performed by the main control unit 331 is a big win, the gaming machine shifts to the big win gaming state, and the variable winning opening 316 is opened, and the following round game is repeated a predetermined number of times (for example, 5 times or 16 times), so that a large amount of prize balls can be expected to be paid out.
[0038] In addition, when a game ball wins in the first winning opening 314 or the second winning opening 315, a big win lottery is executed. And when the lottery result is a win, the gaming machine shifts to a predetermined big win gaming state that is more advantageous than the normal gaming state. In this embodiment, the big win gaming state includes a 5R big win gaming state (a 5R normal big win gaming state and a 5R sure win big win gaming state), and a 16R sure win big win gaming state. The 5R big win gaming state is a gaming state including an opening and closing execution mode in which the round game in which the variable winning opening 316 is opened is performed 5 times until a predetermined time elapses or until the number of game balls winning in the variable winning opening 316 reaches the upper limit number (for example, 9). The 16R sure win big win gaming state is a gaming state including an opening and closing execution mode in which the round game is performed 16 times, and a larger amount of prize balls can be expected to be paid out than in the 5R big win gaming state, and it is a gaming state that is more advantageous for the player than the 5R big win gaming state.
[0039] As shown in FIG. 4, the variable display unit 34 has a symbol display unit 341 such as a liquid crystal display disposed so as to be visible through an opening 31A formed in the approximate center of the game board 31. This symbol display unit 341 displays a still image or a moving image, and the display content of the symbol display unit 341 is controlled by the sub-control unit 332. Specifically, in the symbol display unit 341, a variation display effect of decorative symbols according to the lottery result in the jackpot lottery performed by the main control unit 331 in response to the ball entry into the first winning opening 314 or the second winning opening 315, and various image effects such as a special figure game effect executed along with the variation display effect are performed. Further, the symbol display unit 341 may have a dot matrix display, a plasma display, an organic EL display, etc., may be a combination of a liquid crystal display or a plasma display and an organic EL display, and may further have a touch panel that accepts a touch operation by a player.
[0040] For example, the variation display effect of the decorative symbols in the symbol display unit 341 is performed by, for example, a plurality of types of decorative symbols with numbers from "1" to "9" scrolling in order in the vertical direction, horizontal direction, diagonal direction, etc. Note that sub-symbols such as other characters or symbols may be displayed between the decorative symbols. Also, in the present embodiment, there are no sub-symbols, and the types of decorative symbols are nine types from "1" to "9".
[0041] In the gaming machine 10, in the special figure game, after the elapse of a preset variation display time from the start of the symbol variation display in the symbol display unit 341, the variation display of the decorative symbols is executed so that the variation of all the decorative symbols stops. More specifically, in the variation display of the decorative symbols, first, all the decorative symbols vary along a preset variation direction (for example, horizontal direction, vertical direction, etc.), and the variations of the plurality of decorative symbols stop in order. Then, when the variations of the decorative symbols in all lines stop and a predetermined time elapses, the variation display of the decorative symbols ends.
[0042] When the display of the decorative symbols on the symbol display unit 341 has finished changing, the symbol display unit 341 displays the decorative symbols lined up on one or more active lines. At this time, the stopped state of the decorative symbols indicates or suggests the result of the jackpot lottery by the main control unit 331. For example, if the lottery result is a "5R probability jackpot," a "16R probability jackpot," or a "5R normal jackpot," the same type of decorative symbols lined up on the active lines are displayed, indicating that a jackpot has been won. The type of jackpot may also be indicated by the combination of decorative symbols on the active lines, but this is not always the case. Specifically, for example, if the lottery result is a "16R probability jackpot," a decorative symbol combination such as "777," which is set as a symbol combination indicating a 16R probability jackpot, is displayed lined up on the active lines, or a combination of the same decorative symbols other than "777" is displayed lined up on the active lines. Furthermore, if the lottery result is a "5R probability variable jackpot," a state in which a combination of decorative symbols, such as "333," which has been set in advance as a combination indicating a 5R probability variable jackpot, is lined up on the active line, or a combination of the same decorative symbols, such as "777" or "333," other than the combination of symbols indicating a 16R probability variable jackpot or a 5R probability variable jackpot, is lined up on the active line. Furthermore, if the lottery result is a "5R normal jackpot," a state in which a combination of the same decorative symbols, such as "222" or "444," which has been set in advance as a combination indicating a normal jackpot, is lined up on the active line, is displayed. Furthermore, if the lottery result is a "loss," a state in which a different combination of decorative symbols (such as "323" or "723") is lined up on the active line is displayed.
[0043] In addition, on the symbol display unit 341, in addition to the variable display of the decorative symbols in the special figure game, a special figure game effect that suggests the expectation level that the lottery result in the big win lottery is a big win is displayed. When a combination of big win symbols other than the combination of decorative symbols indicating a 16R certain big win is arranged in the valid lines when the lottery result is a "16R certain big win", as a special figure game effect, a suggestion effect indicating that it is a 5R certain big win or a 5R normal big win is executed. In this case, in the big win game effect, a promotion effect that clearly indicates that the lottery result for the special figure game is a 16R certain big win is executed. Similarly, when a combination of big win symbols other than the combination of decorative symbols indicating a certain big win is arranged in the valid lines when the lottery result is a "5R certain big win", as a special figure game effect, a suggestion effect indicating that it is a 5R normal big win is executed. In this case, in the big win game effect, a promotion effect or the like that clearly indicates that the lottery result for the special figure game is a 5R certain big win is executed.
[0044] Furthermore, when the game state shifts to the big win game state, a big win game effect including an opening effect, an opening / closing execution mode effect, and an ending effect is displayed on the symbol display unit 341.
[0045] The sub-movable display unit 38 includes a display device 381 such as a liquid crystal display, and is provided in the left area on the front side of the symbol display unit 341. In this sub-movable display unit 38, it is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7), and based on the display change pattern command transmitted from the MPU 51 of the voice lamp control device 5, image effects are executed on the display device 381 together with the symbol display unit 341 in the special figure game and the big win game under the control of the MPU 61.
[0046] Note that the display device 381 may be a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display or a plasma display and an organic EL display. Further, the sub-movable display unit 38 may further have a touch panel that accepts a touch operation by a player in addition to the display device 381.
[0047] Also, the sub-movable display unit 38 is movable in the left-right direction D3 between a standby position (the position shown in FIG. 4) indicated by a virtual line in FIG. 5 and an operating position indicated by a solid line in FIG. 5.
[0048] Here, as shown in FIG. 7, the gaming machine 10 has a motor 38a that supplies a driving force to the sub-movable display unit 38, and a return detection unit 38b for detecting that the sub-movable display unit 38 has returned to the standby position. The motor 38a is a stepping motor, a DC motor, etc., and the return detection unit 38b is an optical sensor, a contact type sensor, etc. The sub-movable display unit 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown), and the sub-movable display unit 38 is moved in the right direction (operating direction) from the standby position (see FIG. 4) to the operating position (the solid line position in FIG. 5), or in the left direction (return direction) from the operating position (the solid line position in FIG. 5) to the standby position (see FIG. 4) according to the rotation direction of the motor 38a. For example, the sub-movable display unit 38 is moved from the standby position (see FIG. 4) to the operating position (the solid line position in FIG. 5) when the motor 38a rotates in the forward direction, and conversely, is moved from the operating position (the solid line position in FIG. 5) to the standby position (see FIG. 4) when the motor 38a rotates in the reverse direction.
[0049] In addition, the gaming machine 10 includes a motor driver 38c to which a motor 38a and a return detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the voice lamp control device 5. Then, the motor driver 38c controls the motor 38a according to a control instruction from the voice lamp control device 5. Also, the motor driver 38c can acquire the detection result by the return detection unit 38b and transmit it to the voice lamp control device 5. Note that the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.
[0050] Such a sub movable display unit 38 operates to execute an effect related to the lottery result in the jackpot lottery in special figure games and jackpot games. For example, in a special figure game, the sub movable display unit 38 operates as a jackpot confirmation effect indicating that the lottery result in the jackpot lottery is a jackpot, and also operates as a chance-up effect to improve the expectation that the lottery result is a jackpot. In addition, in a jackpot game, the sub movable display unit 38 operates as a promotion effect (round number promotion effect executed in a jackpot game or promotion effect from a normal jackpot to a probability-variable jackpot) to clarify that the actual lottery result is more advantageous to the player than the lottery result suggested by the special figure game effect. It is also possible to operate it as a retained consecutive winning confirmation effect to notify that the lottery result in the jackpot lottery includes a jackpot during the retention of the right to execute the special figure game after the end of the jackpot game.
[0051] Note that the standby position and the operating position of the sub-movable display unit 38 are not limited to the left area on the front side of the symbol display unit 341, and may be other positions. Also, the number of sub-movable display units 38 is not limited to one, and may be a plurality, and the plurality of sub-movable display units 38 may cooperate, interlock, be driven, or follow. Further, the sub-movable display unit 38 may be movable in other directions in addition to or instead of the left-right direction D3. For example, the sub-movable display unit 38 may be movable in the up-down direction D2, the diagonal direction, etc., and may further be rotatable in the clockwise direction, the counterclockwise direction, etc. Also, the sub-movable display unit 38 may be omitted, and instead of the sub-movable display unit 38, one or more non-movable display devices may be provided.
[0052] As shown in FIG. 4, the main display unit 36 includes a normal symbol display unit 361, a first special symbol display unit 362, a second special symbol display unit 363, a first special symbol remaining number display unit 364, and a second special symbol remaining number display unit 365 disposed in the upper right portion of the game board 31.
[0053] The normal symbol display unit 361 includes LED pairs as normal symbols (ordinary symbols), and displays the lottery result in the per-ordinary-symbol lottery for determining whether to open the electric accessory 315b executed upon winning through the through gates 317L and 317R by the combination of lighting and extinguishing of the LED pairs. The main control unit 331 (MPU 41) causes the LED pairs to blink (display the normal symbols in a variable manner) upon winning through the through gates 317L and 317R, and displays the result of the per-ordinary-symbol lottery by lighting or extinguishing each LED (displaying the normal symbols in a stopped manner) after the elapse of the variable display time. Note that displaying the lottery result in the per-ordinary-symbol lottery by the variable display and the stopped display of the normal symbols (ordinary symbols) is referred to as "normal symbol game" or "ordinary symbol game".
[0054] The first special symbol display unit 362 includes a seven-segment display device as the first special symbol (first special figure), and displays the lottery result in the first special symbol lottery (first special figure lottery, jackpot lottery) as to whether to execute a jackpot game executed upon winning the first winning port 314 by the combination of lighting and extinguishing of the seven segments in the seven-segment display device. The main control unit 331 (MPU 41) blinks the seven segments of the seven-segment display device (display the first special symbol variably) upon winning the first winning port 314, and after the elapse of the variable display time, lights or extinguishes each segment (stops displaying the first special symbol) to display the result of the jackpot lottery. Note that displaying the lottery result in the jackpot lottery by the variable display and stop display of the first special symbol (first special figure) is referred to as the "first special symbol game" or "first special figure game".
[0055] The second special symbol display unit 363 includes a seven-segment display device as the second special symbol (second special figure), and displays the lottery result in the second special symbol lottery (second special figure lottery, jackpot lottery) as to whether to execute a jackpot game executed upon winning the second winning port 315 by the combination of lighting and extinguishing of the seven segments in the seven-segment display device. The main control unit 331 (MPU 41) blinks the seven segments of the seven-segment display device (display the second special symbol variably) upon winning the second winning port 315, and after the elapse of the variable display time, lights or extinguishes each segment (stops displaying the second special symbol) to display the result of the jackpot lottery. Note that displaying the lottery result in the jackpot lottery by the variable display and stop display of the second special symbol (second special figure) is referred to as the "second special symbol game" or "second special figure game".
[0056] Note that hereinafter, the first special symbol (first special figure) and the second special symbol (second special figure) may be referred to as "special symbol" or "special figure", and the first special symbol game (first special figure game) and the second special symbol game (second special figure game) may be referred to as "special symbol game" or "special figure game".
[0057] The first special figure remaining count display unit 364 includes an LED group composed of four LEDs, and displays the first special figure remaining count N, which is the remaining count of the right to execute the first special figure game generated by winning the first winning opening 314, by the number of lit LEDs among the four LEDs.
[0058] The second special figure remaining count display unit 365 includes an LED group composed of four LEDs, and displays the second special figure remaining count M, which is the remaining count of the right to execute the second special figure game generated by winning the second winning opening 315, by the number of lit LEDs among the four LEDs.
[0059] The movable accessory member 39 is movable vertically along the surface of the symbol display unit 341 between a predetermined standby position (the position shown by the phantom line in FIG. 6) located above the symbol display unit 341 and an operating position shown by the solid line in FIG. 6 set below the standby position. The operating position (refer to the solid line in FIG. 6) is closer to the center of the symbol display unit 341 than the standby position (refer to FIG. 4). Further, when the movable accessory member 39 is in the operating position (refer to the solid line in FIG. 6), the coverage rate of the movable accessory member 39 with respect to the surface of the symbol display unit 341 is higher than when it is in the standby position (refer to FIG. 4). Further, a plurality of lamps 391 are arranged in an annular shape at the peripheral portion of the movable accessory member 39. In the present embodiment, 15 lamps 391 are arranged on the movable accessory member 39, and each lamp 391 can be individually turned on and off. Further, each of the plurality of lamps 391 is, for example, an LED lamp and can be turned on in a plurality of colors including white, yellow, green, red, or a mixed color thereof. Thus, since each lamp 391 can be individually turned on and off and can be turned on in a plurality of colors, for example, when the movable accessory member 39 is operated, the degree of expectation (big win expectation degree) that the lottery result in the big win lottery that triggered the special figure game is a big win can be suggested by the lighting pattern, lighting color, and number of lit lamps of each lamp 391, or the lottery result can be clearly indicated as being a big win. For example, regarding the lighting color, the big win expectation degree can be made higher in the order of white, yellow, green, and red, and by appropriately setting the lighting pattern and lighting color, it is also possible to execute a confirmation effect that clearly indicates that the lottery result in the big win lottery is a big win by executing a rainbow lamp effect. Further, in the present embodiment, the movable accessory member 39 is exposed from the opening 31A in the standby position (refer to FIG. 4), but it is also conceivable to execute an effect that suggests the degree of expectation that the lottery result in the big win lottery is a big win using the lamps 391 in the portion exposed from the opening 31A. For example, in the present embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (refer to FIG. 4), it is conceivable to suggest the big win expectation degree depending on which of these lamps 391 is lit.In addition to the four lamps 391 located on the lower side, it is also conceivable to suggest the jackpot expectation level by the image displayed on the symbol display unit 341.
[0060] Note that the movable accessory member 39 may be entirely hidden without being exposed from the opening 31A in the standby position. Also, the gaming machine 10 may include a plurality of movable accessory members 39. Further, the movable accessory member 39 may be a combination of a plurality of separated movable members, deformable into two or more forms, or equipped with a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to covering a part of the display screen of the symbol display unit 341, and may cover the entire display screen. Also, the central part of the movable accessory member 39 may be configured as a lighting and extinguishing decorative part. In this case, it becomes possible to execute an effect that suggests the jackpot expectation level or explicitly indicates a jackpot by lighting or flashing the decorative part.
[0061] Such a movable accessory member 39 is operated to execute an effect related to the lottery result in the jackpot lottery in special figure games and jackpot games. For example, in a special figure game, the movable accessory member 39 operates as a jackpot confirmation effect indicating that the lottery result in the jackpot lottery is a jackpot, and also operates as a chance-up effect that improves the expectation level that the lottery result is a jackpot. Also, in a jackpot game, the movable accessory member 39 operates as a promotion effect (a round number promotion effect executed in a jackpot game or a promotion effect from a normal jackpot to a sure-change jackpot) that explicitly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special figure game effect. In addition, it is also possible to operate it as a reserved consecutive win confirmation effect that notifies that the lottery result in the jackpot lottery includes a jackpot during the reservation of the right to execute a special figure game after the end of the jackpot game.
[0062] As shown in FIG. 7, the gaming machine 10 includes a motor 39a that supplies a driving force to the movable accessory member 39, and a return detection unit 39b that detects that the movable accessory member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, or the like, and the return detection unit 39b is an optical sensor, a contact sensor, or the like. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and the movable accessory member 39 is moved in the downward direction (operating direction) from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6), or in the upward direction (return direction) from the operating position (see the solid line in FIG. 6) to the standby position (see FIG. 4) according to the rotation direction of the motor 39a. For example, the movable accessory member 39 is moved from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6) when the motor 39a rotates in the forward direction, and conversely, it is moved from the operating position (see the solid line in FIG. 6) to the standby position (see FIG. 4) when the motor 39a rotates in the reverse direction.
[0063] Further, the gaming machine 10 includes a motor driver 39c to which the motor 39a and the return detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the voice lamp control device 5. Then, the motor driver 39c controls the motor 39a according to a control instruction from the voice lamp control device 5. Also, the motor driver 39c can acquire the detection result by the return detection unit 39b and transmit it to the voice lamp control device 5. Note that the motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.
[0064] Also, each lamp 391 of the movable accessory member 39 is individually connected to the input / output I / F 52 of the voice lamp control device 5, and each lamp 391 can be individually turned on and off and can be turned on in a plurality of colors by the voice lamp control device 5.
[0065] In addition, it is also conceivable to provide a magnetic sensor and a radio wave sensor (both not shown) on the game board 31. The magnetic sensor is provided, for example, around the first winning port 314 and the variable winning port 316. The magnetic sensor is electrically connected to the main control unit, and the detection result of the magnetic sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally guide a game ball to the first winning port 314 or the variable winning port 316 using a magnet, it is possible to detect such illegal behavior. On the other hand, the radio wave sensor is provided, for example, around the first winning port 314 and the second winning port 315. The radio wave sensor is electrically connected to the main control unit 331, and the detection result of the radio wave sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally input radio waves to the ball entry sensors 314a and 315a to falsely detect the entry of a game ball, it is possible to detect such illegal behavior. Note that the radio wave sensor can detect radio waves in the range of, for example, 50 MHz to 3 GHz.
[0066] [Rear pack unit 13] As shown in FIG. 3, the rear pack unit 13 includes a payout mechanism 130 and a peripheral control unit 140.
[0067] The payout mechanism 130 includes a tank 131 for storing game balls supplied from the island equipment (not shown) in the game hall, and a payout device 132 for paying out game balls from the tank 131 toward the upper tray 23. When the game balls on the upper tray 23 are saturated, the game balls paid out from the payout device 132 are paid out to the lower tray 24.
[0068] The peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132. The launch control device 8 controls the game ball launch mechanism 32 in response to the operation of the launch handle 22. The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to the control device and drive means provided in the gaming machine 10.
[0069] [System configuration of the gaming machine 10] Next, while referring to FIGS. 7 to 16, the system configuration of the gaming machine 10 will be described.
[0070] [Main control unit 331] As shown in FIG. 7, the main control unit 331 includes a main control device 4 that executes main control of the game in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for shifting to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.
[0071] The MPU 41 is an arithmetic device configured as a one-chip microcomputer. Further, a ROM 411 and a RAM 412 are built in the MPU 41. The MPU 41 executes processing according to a control program stored in the ROM 411 and the like. Further, part or all of the processing executed by the main control device 4 may be executed by an electronic circuit.
[0072] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. Further, an entrance ball sensor 313a to 316a, 317La, 317Ra, and an out ball sensor 318a are connected to the input / output I / F 42. Then, the MPU 41 determines the presence or absence of entry of a game ball into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, and the presence or absence of passage of a game ball through the through gates 317L and 317R based on detection signals from the entrance ball sensors 313a to 316a, 317La, 317Ra. Further, the MPU 41 counts the number of out balls (number of launched balls) based on a detection signal from the out ball sensor 318a. Further, an audio lamp control device 5, a payout control device 7, a launch control device 8, a power supply control device 9, and the like are connected to the input / output I / F 42.
[0073] Then, the MPU 41 outputs commands such as a general drawing variation pattern command, an electric accessory release command, an electric accessory closing command, a special drawing variation pattern command, a first special drawing hold command, a second special drawing hold command, a special drawing shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command to the voice lamp control device 5.
[0074] The general drawing variation pattern command is a command for notifying the voice lamp control device 5 of the variation display time (general drawing variation pattern) of the normal symbols in the general drawing game and the lottery result in the general drawing per-lottery. The general drawing variation pattern command is set in step S1709 in the general drawing variation start process of FIG. 24 described later based on the information stored in the general drawing hold storage area 412c (see FIG. 11) when starting the variation display of the normal symbols in the normal symbol display section 361 of the main display section 36. Note that the general drawing variation pattern command may be a command for notifying only the variation display time (general drawing variation pattern) of the normal symbols in the general drawing game to the voice lamp control device 5. In this case, the command for notifying the lottery result in the general drawing per-lottery to the voice lamp control device 5 is set as a command different from the general drawing variation pattern command.
[0075] The electric accessory release command is a command for notifying the voice lamp control device 5 that the electric accessory 315b is released (activated). The electric accessory release command is set in step S1809 in the general drawing per-lottery game control process of FIG. 25 described later when releasing (activating) the electric accessory 315b.
[0076] The electric accessory closing command is a command that notifies the voice lamp control device 5 that the electric accessory 315b is closed (returned). The electric accessory closing command is set in step S1816 in the game control process per general diagram of FIG. 25 described later when closing (returning) the electric accessory 315b.
[0077] The special figure variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time of the special symbol in the special figure game and the lottery result in the big win lottery, and includes information regarding the big win type when the lottery result in the big win lottery is a big win. The special figure variation pattern command is set in step S2105 in the special figure variation start process of FIG. 28 described later based on the information stored in the special figure hold storage area 412b (see FIG. 8) described later when starting the variation display of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Note that the special figure variation pattern command includes information that can identify the type of the special symbol when the variation is started. However, the special figure variation pattern command when the variation of the first special symbol is started and the special figure variation pattern command when the variation of the second special symbol is started may be set as different special figure variation commands. Also, the special figure variation pattern command may be a command that notifies only the variation display time of the special symbol in the special figure game to the voice lamp control device 5. In this case, the command that notifies the lottery result and the big win type in the big win lottery to the voice lamp control device 5 is set as a command different from the special figure variation pattern command.
[0078] The first special figure hold command and the second special figure hold command are commands that notify the voice lamp control device 5 of the lottery result in the jackpot lottery for the increased hold, the variable display time of the special symbols (special figure variation pattern), and the first special figure hold number N or the second special figure hold number M when the first special figure hold number N or the second special figure hold number M stored in the special figure hold storage area 412b (see FIG. 8) described later increases due to the entry of a game ball into the first winning opening 314 or the second winning opening 315. When there is an increase in the first special figure hold number N or the second special figure hold number M, the first special figure hold command and the second special figure hold command are based on the information stored in the special figure hold storage area 412b (see FIG. 8) described later, and are set in the first special figure hold command setting process of step S1105 in the start winning process of FIG. 18 described later (step S1207 or S1209 of the first special figure hold command setting process of FIG. 19 described later) or the second special figure hold command setting process of step S1110.
[0079] The special figure shift command is a command that notifies the voice lamp control device 5 that the special figure win / loss information indicating the lottery result in the jackpot lottery in the first hold area REA1 to the fourth hold area REA4 of the first special figure hold storage area REA or the first hold area REB1 to the fourth hold area REB4 of the second special figure hold storage area REB (see FIG. 8) has shifted when the first special figure hold number N or the second special figure hold number M decreases due to the start of the special figure game (variable display of the special figure). The special figure shift command is set in step S2008 in the special figure data setting process of FIG. 27 described later.
[0080] The jackpot game start command is a command that notifies the voice lamp control device 5 to start the jackpot game, that is, to shift the game state to the jackpot game state, and is set in step S2204 in the jackpot game control process of FIG. 29 described later when shifting to the jackpot game state.
[0081] The opening start command is a command for notifying the voice lamp control device 5 to start the opening of the jackpot game. When starting the opening of the jackpot game, it is set in step S2208 in the jackpot game control process of FIG. 29 described later. Note that since the opening start command can notify the voice lamp control device 5 that the opening of the jackpot game is started by the jackpot game start command, it can be omitted.
[0082] The opening end command is a command for notifying the voice lamp control device 5 to end the opening of the jackpot game. When ending the opening of the jackpot game, it is set in step S2214 in the jackpot game control process of FIG. 30 described later.
[0083] The opening / closing execution mode start command is a command for notifying the voice lamp control device 5 to start the opening / closing execution mode of the jackpot game. When starting the opening / closing execution mode of the jackpot game, it is set in step S2216 in the jackpot game control process of FIG. 30 described later.
[0084] The round game start command is a command for notifying the voice lamp control device 5 to start each round game and the round number information indicating which round the round game is in the opening / closing execution mode in the jackpot game. When starting each round game, it is set in step S2217 in the jackpot game control process of FIG. 30 described later. Note that separately from the round game start command, a command indicating the round number of the round game to be started next may be set at the start of the round game and transmitted to the voice lamp control device 5.
[0085] The round game end command is a command for notifying the voice lamp control device 5 to end the current round game in the opening / closing execution mode in the jackpot game. When ending each round game, it is set in step S2229 in the jackpot game control process of FIG. 31 described later.
[0086] The interval start command is a command that notifies the voice lamp control device 5 to start the interval between round games in the open / close execution mode of the jackpot game. When starting the interval, it is set in step S2233 in the jackpot game control process of FIG. 31 described later.
[0087] The interval end command is a command that notifies the voice lamp control device 5 to end the interval between round games in the open / close execution mode of the jackpot game. When ending the interval, it is set in step S2239 in the jackpot game control process of FIG. 32 described later.
[0088] The open / close execution mode end command is a command that notifies the voice lamp control device 5 to end the open / close execution mode of the jackpot game. When ending the open / close execution mode, it is set in step S2241 in the jackpot game control process of FIG. 31 described later.
[0089] The ending start command is a command that notifies the voice lamp control device 5 to start the ending of the jackpot game. When starting the ending, it is set in step S2242 in the jackpot game control process of FIG. 31 described later.
[0090] The ending end command is a command that notifies the voice lamp control device 5 to end the ending of the jackpot game. When ending the ending, it is set in step S2248 in the jackpot game control process of FIG. 32 described later.
[0091] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game has ended. When ending the jackpot game, it is set in step S2250 in the jackpot game control process of FIG. 29 described later.
[0092] The game setting value change command is a command that notifies the voice lamp control device 5 that the game setting value has been changed and the game setting value after the change. When the game setting value is changed, it is set in step S2408 in the game setting value change process of FIG. 35 described later.
[0093] In addition, commands other than the above-mentioned commands may be output from the main control device 4 to the voice lamp control device 5, but their descriptions are omitted.
[0094] The main control device 4 is also equipped with an oscillation circuit and a frequency division circuit as means for supplying an operation clock to the MPU 41. The oscillation circuit outputs a clock signal having a predetermined frequency, and the frequency division circuit changes the frequency of the clock signal output from the oscillation circuit and inputs it to the MPU 41. Specifically, the execution period of the main timer interrupt process described later executed by the MPU 41 is determined by the clock signal output from the frequency division circuit.
[0095] In this embodiment, a clock signal is supplied from the frequency division circuit to the MPU 41 at a preset interval (for example, 4 msec), and the MPU 41 starts and executes the main timer interrupt process described later every time the rising (or falling) of the clock signal occurs. The oscillation circuit and the frequency division circuit are also mounted on the sub-control unit 332 and the peripheral control unit 140 as needed, and supply the operation clock of the control main body in the sub-control unit 332 and the peripheral control unit 140. In addition, a clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.
[0096] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for the processes executed by the MPU 41. For example, the RAM 412 is used for setting commands transmitted to the voice lamp control device 5 and the like. Note that the RAM 412 may be a non-volatile storage unit.
[0097] Here, while referring to FIG. 8, the memory area for the main control device 4's MPU 41 of the gaming machine 10 to perform jackpot lottery and normal pattern hit lottery will be described. Specifically, the MPU 41 uses the counter information stored in the lottery counter storage area 412a, special pattern hold storage area 412b, and normal pattern hold storage area 412c of the RAM 412 to execute the jackpot lottery result and the setting of the variable display time of the special pattern, the normal pattern hit lottery result and the setting of the variable display time of the normal symbol, and the like.
[0098] In the lottery counter storage area 412a, as lottery counters, a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3 are stored. The jackpot random number counter C1 is used for the jackpot lottery to determine whether to execute a jackpot game. The jackpot type counter C2 is used when determining the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used when determining the miss type when the result of the jackpot lottery is a miss. Also, in the lottery counter storage area 412a, a jackpot random number initial value counter CIN1 and a special pattern variation type counter CS1 are stored. The jackpot random number initial value counter CIN1 is used for setting the initial value of the jackpot random number counter C1. The special pattern variation type counter CS1 is used for determining the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Furthermore, in the lottery counter storage area 412a, as lottery counters, a normal hit random number counter C4, a normal hit type random number counter C5, a normal hit random number initial value counter CIN2, and a normal pattern variation type counter CS2 are stored. The normal hit random number counter C4 is used for the normal pattern hit lottery to determine whether to set the electric accessory 315b of the second winning port 315 to the electrically actuated open state. The normal hit type random number counter C5 is used for sorting the normal hit type (short opening or long opening) when the result of the normal pattern hit lottery is a normal pattern hit. The normal hit random number initial value counter CIN2 is used for setting the initial value of the normal hit random number counter C4. The normal pattern variation type counter CS2 is used for determining the variable display time of the normal symbol in the normal symbol display section 361 of the main display section 36.
[0099] Each lottery counter C1 to C5, CIN1, CIN2, CS1, and CS2 is used as a loop counter in which 1 is added to the previous value at short time intervals by the MPU 41 and returns to 0 after reaching a preset maximum value. Updated values are recorded in each lottery counter C1 to C5, CIN1, CIN2, CS1, and CS1, and are referenced by the MPU 41 when setting the jackpot lottery result, the variable display time of the special symbol, the jackpot type and the loss type, the regular symbol winning lottery result, the variable display time of the regular symbol and the regular winning type, etc.
[0100] The special chart reserve storage area 412b includes a first special chart reserve storage area REA, a second special chart reserve storage area REB, and a special chart execution area AE. The first special chart reserve storage area REA includes a first reserve area REA1, a second reserve area REA2, a third reserve area REA3, a fourth reserve area REA4, and a first special chart reserve number storage area NAA. The second special chart reserve storage area REB includes a first reserve area REB1, a second reserve area REB2, a third reserve area REB3, a fourth reserve area REB4, and a second special chart reserve number storage area NAB.
[0101] When a gaming ball enters the first winning port 314, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the special symbol variation type counter CS1 stored in the RAM 412 is acquired as special symbol win / loss information used in the jackpot lottery, and is stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA. Also, when a gaming ball enters the second winning port 315, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the special symbol variation type counter CS1 stored in the RAM 412 is acquired as special symbol win / loss information used in the jackpot lottery, and is stored in one of the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB. In addition, a lottery counter memory area 412a (such as a jackpot random number counter C1, a jackpot type counter C2, a reach random number counter C3, and a special chart change type counter CS1) may be provided individually for each of the first special chart reserve storage area REA and the second special chart reserve storage area REB.
[0102] In this way, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the special chart change type counter CS1 is stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first special chart reserve storage area REA, and the first reserve area REB1 to the fourth reserve area REB4 of the second special chart reserve storage area REB.
[0103] Therefore, in addition to the result of the jackpot lottery for the special symbol game, which is executed based on the special symbol win / loss information stored in the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA and the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB, it is possible to determine in advance the variable display time (special symbol variable pattern) for the special symbol (decorative symbol in the symbol display section 341) in the first special symbol display section 362 or the second special symbol display section 363 in the special symbol game.
[0104] Specifically, when a game ball enters the first winning opening 314, the special drawing approval information is stored in the available area in the order of priority of the first reserved area REA1, the second reserved area REA2, the third reserved area REA3, and the fourth reserved area REA4 in the first special drawing reserved storage area REA. In the first special drawing reserved number storage area NAA, the number of areas in which the special drawing approval information is stored among the first reserved area REA1 to the fourth reserved area REA4 is stored as the first special drawing reserved number N.
[0105] Also, when a game ball enters the second winning opening 315, the special drawing approval information is stored in the available area in the order of priority of the first reserved area REB1, the second reserved area REB2, the third reserved area REB3, and the fourth reserved area REB4 in the second special drawing reserved storage area REB. In the second special drawing reserved number storage area NAB, the number of areas in which the special drawing approval information is stored among the first reserved area REB1 to the fourth reserved area REB4 is stored as the second special drawing reserved number M.
[0106] That is, in the gaming machine 10, the special drawing approval information as the winning history for the first winning opening 314 and the second winning opening 315 can be reserved up to a maximum of 4 each in a total of 8 storage areas corresponding to the maximum reserved numbers of the first reserved area REA1 to the fourth reserved area REA4 in the first special drawing reserved storage area REA and the first reserved area REB1 to the fourth reserved area REB4 in the second special drawing reserved storage area REB.
[0107] Note that it is also conceivable as another embodiment that there is a reserved area with a maximum reserved number of 8 provided in common for the first winning opening 314 and the second winning opening 315. Even in this case, it is possible to reserve the special drawing approval information as the winning history up to a maximum of 8 in total. The storage process of the special drawing approval information is executed by the MPU 41 by executing the process according to the control program.
[0108] The special figure execution area AE is a storage area used to move the special figure pass / fail information stored in the first hold area REA1 of the first special figure hold storage area REA or the first hold area REB1 of the second special figure hold storage area REB when the variable display of the special figure starts in the first special figure display section 362 or the second special figure display section 363 of the main display section 36. Specifically, the special figure pass / fail information in the first hold area REB1 of the second special figure hold storage area REB is preferentially moved to the special figure execution area AE. When there is no special figure pass / fail information in the first hold area REB1 of the second special figure hold storage area REB and the second special figure hold count N stored in the second special figure hold count storage area NAB is 0, the special figure pass / fail information in the first hold area REA1 of the first special figure hold storage area REA is moved to the special figure execution area AE. That is, in the gaming machine 10, the second special figure game is preferentially executed over the first special figure game. In the probability-variable game state and the time-saving game state, which are high-frequency support modes, the so-called right shot, in which the game ball is launched into the right area of the game board 31, is executed, and mainly the second special figure game is executed.
[0109] In addition, in another embodiment, when the difference between the first special figure hold count N stored in the first special figure hold count storage area NAA of the first special figure hold storage area REA and the second special figure hold count M stored in the second special figure hold count storage area NAB of the second special figure hold storage area REB is 2 or more, the value in the hold area with the larger count is preferentially moved to the special figure execution area AE. Also, in another embodiment, the special figure pass / fail information in the first hold area REA1 of the first special figure hold storage area REA and the first hold area REB1 of the second special figure hold storage area REB may be alternately moved to the special figure execution area AE.
[0110] Then, when starting a special figure game, the MPU 41 conducts a jackpot lottery or the like based on the numerical information stored as special figure winning / losing information in the special figure execution area AE. At this time, when the first holding area REA1 of the first special figure holding storage area REA is moved to the special figure execution area AE, the special figure winning / losing information stored in the second holding area REA2 shifts to the first holding area REA1, the special figure winning / losing information stored in the third holding area REA3 shifts to the second holding area REA2, and the special figure winning / losing information stored in the fourth holding area REA4 shifts to the third holding area REA3.
[0111] Similarly, when the first holding area REB1 of the second special figure holding storage area REB is moved to the special figure execution area AE, the special figure winning / losing information stored in the second holding area REB2 shifts to the first holding area REB1, the special figure winning / losing information stored in the third holding area REB3 shifts to the second holding area REB2, and the special figure winning / losing information stored in the fourth holding area REB4 shifts to the third holding area REB3.
[0112] The jackpot random number counter C1 is periodically updated by being incremented by 1 in sequence within a range of, for example, 0 to 637 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. Also, when the jackpot random number counter C1 makes one full cycle, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. Note that the jackpot random number initial value counter CIN1 is a loop counter that is updated in the same manner as the jackpot random number counter C1. Then, in the first to fourth holding areas REA1 to REA4, REB1 to REB4 of the first special figure holding storage area REA or the second special figure holding storage area REB, the value of the jackpot random number counter C1 at the timing when the game ball wins the first winning port 314 or the second winning port 315 is stored.
[0113] The values of the random numbers that result in a big win are set in two types corresponding to the low-probability mode which is the normal game state or the time-saving game state, and the high-probability mode which is the probability-variable game state, according to the win / loss table stored in the win / loss table storage area in the ROM 411. Here, FIG. 9(A) shows a low-probability mode win / loss table corresponding to the low-probability mode, and FIG. 9(B) is a diagram showing an example of a high-probability mode win / loss table corresponding to the high-probability mode.
[0114] In the examples shown in FIGS. 9(A) and 9(B), as the low-probability mode win / loss table and the high-probability mode win / loss table, a plurality of win / loss tables are provided in which the probability (big win probability) that the lottery result in the big win lottery becomes a big win varies according to the game setting value. The low-probability mode win / loss table and the high-probability mode win / loss table each include six win / loss tables corresponding to six game setting values from 1 to 6. In the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, the big win probability that the lottery result in the big win lottery becomes a big win is high and advantageous to the player.
[0115] In game setting value 1, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 206 (0 to 205) for the low-probability mode win / loss table and 821 (0 to 820) for the high-probability mode win / loss table. That is, in game setting value 1, the big win probability in the low-probability mode is about 1 / 318.1 (206 / 65,536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 79.9 (820 / 65,536).
[0116] In game setting value 2, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 212 (0 to 211) for the low-probability mode win / loss table and 845 (0 to 844) for the high-probability mode win / loss table. That is, in game setting value 2, the big win probability in the low-probability mode is about 1 / 309.1 (212 / 65,536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 77.6 (845 / 65,536).
[0117] In game setting value 3, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the jackpot lottery is a jackpot is 218 (0 to 217) for the low probability mode pass / fail table and 869 (0 to 868) for the high probability mode pass / fail table. That is, in game setting value 3, the jackpot probability in the low probability mode is approximately 1 / 300.6 (218 / 65,536), and the jackpot probability in the high probability mode is approximately 4 times that of the low probability mode, approximately 1 / 75.4 (869 / 65,536).
[0118] In game setting value 4, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the jackpot lottery is a jackpot is 224 (0 to 223) for the low probability mode pass / fail table and 893 (0 to 892) for the high probability mode pass / fail table. That is, in game setting value 4, the jackpot probability in the low probability mode is approximately 1 / 292.6 (224 / 65,536), and the jackpot probability in the high probability mode is approximately 4 times that of the low probability mode, approximately 1 / 73.4 (893 / 65,536).
[0119] In game setting value 5, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the jackpot lottery is a jackpot is 230 (0 to 229) for the low probability mode pass / fail table and 917 (0 to 916) for the high probability mode pass / fail table. That is, in game setting value 5, the jackpot probability in the low probability mode is approximately 1 / 284.9 (230 / 65,536), and the jackpot probability in the high probability mode is approximately 4 times that of the low probability mode, approximately 1 / 71.5 (917 / 65,536).
[0120] In game setting value 6, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the big win lottery is a big win is 236 (from 0 to 235) for the low probability mode pass / fail table and 941 (from 0 to 940) for the high probability mode pass / fail table. That is, in game setting value 6, the big win probability in the low probability mode is approximately 1 / 277.7 (236 / 65,536), and the big win probability in the high probability mode is approximately 4 times that of the low probability mode, about 1 / 69.6 (941 / 65,536).
[0121] In addition, when the value of the big win random number counter C1 is other than these random numbers for which a big win is selected, the lottery result in the big win lottery will be a miss.
[0122] Here, in the low probability mode pass / fail table and the high probability mode pass / fail table, the random numbers for which the lottery result in the big win lottery is a big win are common among the same game setting values, but it is also conceivable that the random numbers for which a big win occurs are not common. Also, the random numbers for which a big win is selected may not be consecutive values, and some or all of them may be discrete values.
[0123] Also, the low probability mode pass / fail table and the high probability mode pass / fail table are provided six each according to six levels of game setting values, but at least one pass / fail table for each mode is sufficient. That is, the game setting values are not limited to six levels. Also, it is conceivable to provide multiple low probability mode pass / fail tables corresponding to multiple levels of game setting values while providing one high probability mode pass / fail table. That is, it is also conceivable to provide multiple levels of game setting values for the low probability mode and not provide stepped game setting values for the high probability mode to make the big win probability uniform. Of course, the big win probability in the low probability mode may be made uniform, and multiple levels of game setting values may be provided for the high probability mode.
[0124] The jackpot type counter C2 is incremented by 1 in sequence within the range of 0 to 19, and after reaching the maximum value, it is reset to 0. The jackpot type counter C2 is updated periodically and stored in the special figure hold storage area 412b at the timing when the game ball wins the first winning opening 314 or the second winning opening 315. In the gaming machine 10, the values of the jackpot type counter C2 corresponding to two types of jackpot types, namely the probability variable jackpot and the normal jackpot, are set according to the distribution table stored in the distribution table storage area in the ROM 411.
[0125] Here, FIG. 9(C) is a diagram showing an example of the distribution table. In the example shown in FIG. 9(C), when the type of the special figure game is the first special figure game triggered by winning the first winning opening 314, the number of random numbers for the 5R probability variable jackpot is 10 from 0 to 9, the number of random numbers for the 16R probability variable jackpot is 5 from 10 to 14, and the number of random numbers for the 5R normal jackpot is 5 from 15 to 19. On the other hand, when the type of the special figure game is the second special figure game triggered by winning the second winning opening 315, the number of random numbers for the 5R probability variable jackpot is 5 from 0 to 4, the number of random numbers for the 16R probability variable jackpot is 10 from 5 to 14, and the number of random numbers for the 5R normal jackpot is 5 from 15 to 19. That is, in the gaming machine 10, the probabilities of the probability variable jackpots in the first special figure game and the second special figure game are set to be the same at 75%, but the probability of the 16R probability variable jackpot in the second special figure game is set higher than that in the first special figure game. That is, in the probability variable game state (high probability mode and high frequency support mode with a high opening probability of the electric accessory 315b), and the time-saving game state (low probability mode and high frequency support mode), compared with the normal game state (low probability mode and low frequency support mode with a low opening probability of the electric accessory 315b), the expected value of the game balls obtained when the lottery result in the jackpot lottery is a jackpot is set higher.
[0126] In both the first special figure game and the second special figure game, when the result of the jackpot lottery is a probability-variable jackpot, after the end of the jackpot game, it shifts to a probability-variable game state (high probability mode and high-frequency support mode). In the gaming machine 10, there is no upper limit set for the number of special figure games that can be executed in the probability-variable game state, and the gaming machine 10 is configured as a so-called loop probability-variable machine.
[0127] Also, when the result of the jackpot lottery is a normal jackpot, after the end of the jackpot game, it shifts to a time-saving game state (low probability mode and high-frequency support mode). In the gaming machine 10, an upper limit value (100 times in this embodiment) is set for the number of special figure games that can be executed in the time-saving game state (time-saving game times). If the result of the jackpot lottery does not result in a jackpot within the number of special figure games up to this upper limit value, after the execution of the special figure games up to the upper limit value, it shifts to the normal game state which is the low-frequency support mode. Note that the number of special figure games in the time-saving game state is not limited to 100 times and may be other numbers.
[0128] Note that the transition from the probability-variable game state to the normal game state is not limited to the case where the special figure games up to the upper limit value are executed, and for example, it may be executed when winning a state transition lottery (fall lottery). In this case, until a predetermined number of special figure games are executed, it is made so that it does not transition (fall) from the probability-variable game state to the normal game state, and it is also conceivable to guarantee this predetermined number as the minimum number of special figure games executed in the probability-variable game state. Thereby, it is prevented that the number of special figure games executed in the probability-variable game state becomes extremely small.
[0129] In this embodiment, individual distribution tables are set for each of the first winning opening 314 that triggers the execution of the first special symbol game upon winning and the second winning opening 315 that triggers the execution of the second special symbol game upon winning. The probability of distributing jackpot types varies depending on whether the game ball wins through the first winning opening 314 or the second winning opening 315. However, it is also conceivable that the probability of distributing jackpot types is the same between the first special symbol game and the second special symbol game. Further, the gaming machine 10 may be configured not only as a loop probability variation machine but also as an ST machine including a V-ST machine, a one-kind-two-kind hybrid machine, or the like.
[0130] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special drawing execution area AE, the MPU 41 determines whether the lottery result in the jackpot lottery is any of "5R probability variation jackpot", "16R probability variation jackpot", "5R normal jackpot", and "miss".
[0131] Here, when the lottery result in the jackpot lottery is a 5R probability variation jackpot or a 5R normal jackpot, an opening / closing execution mode is executed in which the variable winning opening 316 is opened in a predetermined manner in the jackpot game, and the round game is repeated 5 times. When the lottery result in the jackpot lottery is a 16R probability variation jackpot, an opening / closing execution mode is executed in which the round game is repeated 16 times in the jackpot game. As the opening mode of the variable winning opening 316 in each round game, for example, it is conceivable to open the variable winning opening 316 once. Of course, it is also conceivable to open the variable winning opening 316 a plurality of times in some or all of the round games.
[0132] In the case of a 5R probability variation jackpot or a 16R probability variation jackpot, after the jackpot game ends, it transitions to a probability variation game state that is a high probability mode with a high winning probability of the jackpot and a high frequency support mode with a high opening probability of the electric accessory 315b. In this embodiment, the probability variation game state continues until the MPU 41 determines that the lottery result in the jackpot lottery is "5R probability variation jackpot", "16R probability variation jackpot", or "5R normal jackpot".
[0133] On the other hand, in the case of a 5R normal jackpot, after the end of the jackpot game, it shifts to a short game state which is a low probability mode with a low winning probability of the jackpot after the end of the jackpot game and a high frequency support mode with a high opening probability of the electric accessory 315b. And in the present embodiment, the short game state (low probability mode and high frequency support mode) continues until, for example, the lottery result in a preset specified number of jackpot lotteries such as 100 times is notified to the player, or ends when the player is notified that the lottery result in the jackpot lottery is a jackpot before the elapse of the specified number of times.
[0134] Also, it is considered as another embodiment to conduct a fall lottery from the probability variable game state to the short game state or the normal game state in the special figure game. Note that when the lottery result in the jackpot lottery is a miss, it does not shift from the probability variable game state to the jackpot game state and the short game state. In the present embodiment, the case where the gaming machine 10 has three types of jackpot types, namely 5R probability variable jackpot, 16R probability variable jackpot, and 5R normal jackpot, will be described as an example, but it is not limited thereto, and for example, it is also conceivable to have other jackpot types such as 2-round probability variable jackpot, 2-round normal jackpot, and 16R normal jackpot.
[0135] Also, the reach random number counter C3 is periodically updated by being incremented by 1 in order within a range of, for example, 0 to 238 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. And in the first to fourth reserved areas REA1 to REA4, REB1 to REB4 of the first special figure reserved storage area REA1 or the second special figure reserved storage area REA2, the value of the reach random number counter C3 at the timing when the game ball wins the first winning port 314 or the second winning port 315 is stored.
[0136] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display to be displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is a miss. Specifically, the miss type table stored in the miss type table storage area in the ROM 411 sets the values of the reach random number counter C3 corresponding to three types of miss types: a front-to-back miss reach in which the final stopped symbol stops just one symbol before or after the reach symbol after the reach has occurred; a non-front-to-back miss reach in which the final stopped symbol stops other than before or after the reach symbol after the reach has occurred; and a complete miss in which no reach occurs.
[0137] Here, Figure 9(D) is a diagram showing an example of a miss type table. In the example shown in Figure 9(D), the value of the random number that results in a front or rear miss reach is 0 to 8, the value of the random number that results in a reach other than a front or rear miss is 9 to 38, and the value of the random number that results in a complete miss is 39 to 238. Note that in a special symbol game in which a 5R probability variable jackpot, a 16R probability variable jackpot, or a 5R normal jackpot is won, i.e., in a special symbol game that transitions to a jackpot game state, the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0138] Here, the term "reach" refers to a variable state in which a decorative symbol combination indicating a jackpot is likely to occur between the start of the variable display of symbols on the symbol display unit 341 and the static display of the symbols. In one example, the same symbol is statically displayed at two of the three decorative symbol positions on the pay line on the symbol display unit 341, and the display symbol corresponding to the remaining position is variable. During the variable state of the reach on the symbol display unit 341, a story presentation process is executed in which a video of a predetermined character or the like is displayed to suggest the degree of expectation, or a player-participation operation presentation process is executed in which the player's operation of the operation button 20 is reflected in the presentation. During the execution of these presentation processes, the variable display on the symbol display unit 341 may be hidden or may be displayed in a reduced or enlarged form.
[0139] The special figure variation type counter CS1 is incremented by 1 in sequence within a range of, for example, 0 to 199, and is reset to 0 after reaching the maximum value. Specifically, the special figure variation type counter CS1 determines the special figure variation pattern type (the variation display time of the special figure) indicating the variation display time of the special figure (the decorative figure in the figure display unit 341) in the first special figure display unit 362 or the second special figure display unit 363 of the main display unit 36 according to the lottery result in the jackpot lottery. In this way, by determining the special figure variation pattern type, in the voice lamp control device 5, the variation types (performance patterns) in rough special figure games such as high-speed variation performances (basic performances, non-reach performances), normal reach performances, super reach performances, and special reach performances are determined according to the special figure variation pattern type (the variation display time of the special figure). The special figure variation type counter CS1 is updated at least once in step S1402 each time the main process in FIG. 21 described later is executed by the MPU 41, and is repeatedly updated in step S1414 even within the remaining time in the main process. Then, the values of the special figure variation type counter CS1 at the timing when the game ball wins the first winning port 314 or the second winning port 315 are stored in the first to fourth reserved areas REA1 to REA4 and REB1 to REB4 of the first special figure reserved storage area REA1 or the second special figure reserved storage area REA2.
[0140] Then, the MPU 41 determines the special figure variation pattern indicating the variation display time of the special figure based on the special figure variation type counter CS1 and a variation table (refer to FIGS. (A) to 10(C)) preset according to the result of the jackpot lottery. Specifically, the MPU 41 specifies the special figure variation pattern type by referring to the normal jackpot variation table (refer to FIG. 10(A)), the sure-win jackpot variation table (refer to FIG. 10(B)), or the non-winning variation table (refer to FIG. 10(C)) stored in advance in the variation table storage area of the ROM 411. Note that these variation tables may be provided separately for the low-probability mode and the high-probability mode. Further, the sure-win jackpot variation table may be provided individually for each of the 5R sure-win jackpot and the 16R sure-win jackpot.
[0141] Here, FIGS. 10(A), 10(B), and 10(C) are diagrams showing an example of a variation table. In the normal jackpot variation table shown in FIG. 10(A), the sure-win jackpot variation table shown in FIG. 10(B), and the losing variation table shown in FIG. 10(C), special figure variation patterns are pre-associated according to the value of the special figure variation type counter CS1. Then, when the lottery result in the jackpot lottery is "5R normal jackpot", the MPU 41 refers to the normal jackpot variation table shown in FIG. 10(A), when the lottery result is "5R sure-win jackpot" or "16R sure-win jackpot", it refers to the sure-win jackpot variation table shown in FIG. 10(B), and when the lottery result is "losing", it refers to the losing variation table shown in FIG. 10(C) to identify the type of the special figure variation pattern.
[0142] More specifically, as shown in FIGS. 10(A) and 10(B), in the normal jackpot variation table and the certain jackpot variation table, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. Here, when the special figure variation pattern "01" is selected, the voice lamp control device 5 determines a normal reach effect pattern with a variation display time of 30 s as the variation type (effect pattern type), and a special game effect is executed in the symbol display unit 341 or the like according to the normal reach effect pattern. The normal reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is the normal reach effect. Further, when the special figure variation pattern "02" is selected, the voice lamp control device 5 determines a super reach effect pattern with a variation display time of 60 s as the variation type (effect pattern type), and a special game effect is executed in the symbol display unit 341 or the like according to the super reach effect pattern. The super reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is the super reach effect. Furthermore, when the special figure variation pattern "03" is selected, the voice lamp control device 5 determines a special reach effect pattern with a variation display time of 90 s, which is the longest, as the variation type (effect pattern), and a special game effect is executed in the symbol display unit 341 or the like according to the special reach effect pattern. The special reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is the special reach effect.
[0143] As shown in FIG. 10(C), in the deviation variation table, corresponding to the stop display type of the decorative symbol pattern at the time of deviation (front and rear deviation reach, reach other than front and rear deviation, complete deviation) determined by the value of the reach random number counter C3, the correspondence between the special figure variation type counter CS1 and the special figure variation pattern is defined. More specifically, when the stop display type at the time of deviation is a front and rear deviation reach or a reach other than front and rear deviation, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. On the other hand, when the stop display type at the time of deviation is a complete deviation, either the special figure variation pattern "04" or "05" is selected according to the value of the special figure variation type counter CS1. When the special figure variation pattern "04" is selected, the voice lamp control device 5 determines a reachless effect pattern (7-second non-reach effect pattern) with a variation display time of 7 s as the variation type (effect pattern type), and the special figure game effect is executed according to the 7-second non-reach effect pattern on the symbol display unit 341 and the like. When the special figure variation pattern "05" is selected, the voice lamp control device 5 determines a reachless effect pattern (10-second non-reach effect pattern) with a variation display time of 10 s as the variation type (effect pattern type), and the special figure game effect is executed according to the 10-second non-reach effect pattern on the symbol display unit 341 and the like.
[0144] For example, in the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "04", a variation display of a deviation pattern is executed in which the variation display of the decorative symbol is stopped and displayed in a combination of deviation patterns without accompanying a preview effect such as displaying a character, a message, etc. In the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "05", a variation display of a deviation pattern is executed in which the variation display of the decorative symbol is stopped and displayed in a combination of deviation patterns with accompanying a preview effect such as displaying a character, a message, etc. Also, during the variation display at the time of deviation corresponding to the special figure variation pattern "05", a player participation type operation effect that reflects the operation of the operation button 20 by the player may be executed as a preview effect.
[0145] Note that the types of special figure variation patterns are not limited to the examples shown in FIGS. 10(A), 10(B), and 10(C).
[0146] For example, in the gaming machine 10, as normal reach effects executed in the normal reach effect pattern corresponding to the special figure variation pattern "01", a plurality of types of normal reach effects with different characters, stories, etc. are prepared, and any one of the normal reach effects selected from them is executed.
[0147] Similarly, in the gaming machine 10, as super reach effects executed in the super reach effect pattern corresponding to the special figure variation pattern "02", a plurality of types of super reach effects with different characters, stories, etc. are prepared, and any one of the super reach effects selected from them is executed. The super reach effect is a reach effect with a longer variation time than the normal reach effect, and is executed when suggesting to the player that the probability (expectation) that the lottery result in the big win lottery is a big win is higher than that of the normal reach effect and lower than that of the special reach effect.
[0148] Furthermore, in the gaming machine 10, as special reach effects executed in the special reach effect pattern corresponding to the special figure variation pattern "03", a plurality of types of special reach effects with different characters, stories, etc. are prepared, and any one of the special reach effects selected from them is executed. The special reach effect is a reach effect with a longer variation time than the normal reach effect, and is, for example, an effect developed from the normal reach effect or the super reach effect. The special reach effect is executed when suggesting to the player that the probability (expectation) of winning a big win is higher than that of the normal reach effect and the special reach effect.
[0149] In addition, the effect patterns corresponding to the special figure variation patterns may include player participation type operation effects such as operation effects in which the operation status of the operation button 20 by the player is reflected in the effect, for example, single-shot operation effects in which a single-shot operation is reflected in the effect, continuous pressing operation effects in which the continuous pressing operation of the operation button 20 by the player is reflected in the effect, and long pressing operation effects in which the long pressing operation of the operation button 20 by the player is reflected in the effect.
[0150] Then, when the MPU 41 specifies the variation display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (the variation display time of the decorative symbol in the symbol display section 341), it inputs a special symbol variation pattern command indicating the special symbol variation display time and the lottery result in the big win lottery to the voice lamp control device 5. Specifically, when the lottery result is "5R normal big win", the MPU 41 outputs any one of the special symbol variation pattern commands "A01" to "A03" with "A" indicating that it is a 5R normal big win attached before the special symbol variation patterns "01" to "03". Also, when the lottery result is "5R sure win big win", the MPU 41 outputs any one of the special symbol variation pattern commands "B01" to "B03" with "B" indicating that it is a 5R sure win big win attached before the special symbol variation patterns "01" to "03". Further, when the lottery result is "16R sure win big win", the MPU 41 outputs any one of the special symbol variation pattern commands "C01" to "C03" with "C" indicating that it is a 16R sure win big win attached before the special symbol variation patterns "01" to "03". Also, when the lottery result is "miss", the MPU 41 outputs any one of the special symbol variation pattern commands "D01" to "D05" with "D" indicating that it is a miss attached before the special symbol variation patterns "01" to "05". That is, the special symbol variation pattern command includes not only the special symbol variation pattern (the time of the special symbol game), which is the variation display time of the special symbol, but also information specifying the result of the big win lottery. And based on the special symbol variation pattern command, the voice lamp control device 5 can determine not only the special symbol variation pattern (the time of the special symbol game), which is the variation display time of the special symbol, but also the result of the big win lottery, and based on the variation display time (the time of the special symbol game) of the special symbol and the result of the big win lottery, it determines details such as the variation type (production pattern) displayed on the symbol display section 341 and the stop display combination of the decorative symbol. Then, based on the determined details such as the variation type (production pattern), the voice lamp control device 5 causes the decorative symbol to be variably displayed and stopped on the symbol display section 341, executes an image production in accordance with the variable display of the decorative symbol, further executes an audio production by the speaker 26 in accordance with the variable display of the decorative symbol, and causes the electric decoration section 27 to execute an electric decoration production (lamp production).
[0151] In this way, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process of determining the variable display time of the decorative symbols in the symbol display unit 341 based on the special figure variation type counter CS1 and the variation table. Therefore, even when the MPU 41 of the gaming machine 10 is composed of an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. In addition, since the details of the variation mode of the decorative symbols actually displayed on the symbol display unit 341 are determined by the voice lamp control device 5, it is possible to selectively execute various variation modes as the variation mode.
[0152] The variation tables shown in FIGS. 10(A) to 10(C) are commonly used in various gaming states (normal gaming state, time-saving gaming state, and probability-variable gaming state), but variation tables may be set individually for each gaming state, or variation tables may be set individually for the high-frequency support mode (time-saving gaming state and probability-variable gaming state) and the low-frequency support mode. Further, when setting variation tables individually for each gaming state or each support mode, the average value of the variable display time is set longer, for example, in the normal gaming state (low-frequency support mode) than in the time-saving gaming state and the probability-variable gaming state (high-frequency support mode). Also, when setting different variation tables for the time-saving gaming state and the probability-variable gaming state, the average value of the variable display time may be set longer in the time-saving gaming state than in the probability-variable gaming state, or may be set longer in the probability-variable gaming state than in the time-saving gaming state.
[0153] Here, FIG. 11 is a block diagram showing an example of the general figure reserved storage area 412c in the storage area of the main control device 4 shown in FIG. 8. As shown in FIG. 11, the general figure reserved storage area 412c includes a general figure first reserved area SE1, a general figure second reserved area SE2, a general figure third reserved area SE3, a general figure fourth reserved area SE4, a general figure variation reserved number storage area SNA, and a general figure execution area SAE.
[0154] The first regular map holding area SE1 to the fourth regular map holding area SE4 are memory areas that store a regular map win random number counter C4, a regular map win type random number counter C5, and a regular map change type counter CS2, which are obtained as regular map win / loss information used in the regular map win lottery when a gaming ball passes through the through gates 317L and 317R.
[0155] The regular map variable reservation number storage area SNA stores the number of regular map first reservation area SE1 to regular map fourth reservation area SE4 in which regular map winning / losing information is stored. In other words, the regular map variable reservation number storage area SNA is a storage area that stores the number of reservations for the right to play regular map games.
[0156] The normal symbol execution area SAE is a memory area used to move the normal symbol winning / losing information in the normal symbol first reserve area SE1 when the normal symbol variable display is started in the normal symbol display section 361 of the main display unit 36. Then, at the start of one normal symbol game, the MPU 41 performs a normal symbol winning / losing lottery using the normal symbol winning / losing table (see Figures 12(A) and 12(B)) and the normal symbol winning type allocation table (see Figures 12(C) and 12(D)) described below based on the numerical information (values of the normal symbol winning / losing random number counter C4, the normal symbol type random number counter C5, and the normal symbol variable type counter CS2) stored in the normal symbol execution area SAE, and determines the normal symbol variable display time for the normal symbol using the normal symbol variable table (not shown). At this time, if the information on whether the general map is correct or not stored in the first general map holding area SE1 is moved to the general map execution area SAE, the information on whether the general map is correct or not stored in the second general map holding area SE2 is shifted to the first general map holding area SE1, the information on whether the general map is correct or not stored in the third general map holding area SE3 is shifted to the second general map holding area SE2, and the information on whether the general map is correct or not stored in the fourth general map holding area SE4 is shifted to the third general map holding area SE3.
[0157] The normal hit random number counter C4 is periodically updated in step S1003 of the main timer interrupt process in FIG. 17 described later, for example, by being incremented by 1 in sequence within the range of 0 to 299, and is reset to 0 after reaching the maximum value. Then, the values of the normal hit random number counter C4 at the timing when the game balls enter the through gates 317L and 317R are stored in the first to fourth normal picture reserved areas SE1 to SE4 in the normal picture reserved storage area 412c. Also, at a predetermined timing, a normal picture hit lottery is performed to determine whether to open the electric accessory 315b for a predetermined time according to the value of the normal hit random number counter C4 stored in the normal picture reserved storage area 412c.
[0158] Here, FIGS. 12(A) and 12(B) are diagrams showing an example of a normal picture hit pass / fail table. In the present embodiment, two types of normal picture hit pass / fail tables are set: the low-frequency support mode normal picture hit pass / fail table shown in FIG. 12(A) and the high-frequency support mode normal picture hit pass / fail table shown in FIG. 12(B). That is, in the present embodiment, as will be described later, the normal picture hit probability is different between the low-frequency support mode and the high-frequency support mode, and the high-frequency support mode is set to have a higher normal picture hit probability than the low-frequency support mode.
[0159] The low-frequency support mode normal picture hit pass / fail table shown in FIG. 12(A) is a table used for the normal picture hit lottery in the normal game state of the low-frequency support mode. As shown in FIG. 12(A), in the low-frequency support mode normal picture hit pass / fail table, a normal picture hit is set when the value of the normal hit random number counter C4 is 0, and a miss is set when the value of the normal hit random number counter C4 is 1 to 299. That is, in the normal game state (low-frequency support mode), the normal picture hit probability is set to 1 / 300, and the operation frequency of the electric accessory 315b is reduced.
[0160] The high-frequency support mode normal winning / losing table shown in Figure 12(B) is a table used in the normal winning lottery in the high-frequency support mode, which is the probability variable game state and the time-saving game state. As shown in Figure 12(B), in the high-frequency support mode normal winning / losing table, contrary to the low-frequency support mode normal winning / losing table, the value of the normal winning random number counter C4 is 0 when the normal winning random number counter C4 is a loss, and the value of the normal winning random number counter C4 is 1 to 299 when the normal winning random number counter C4 is a win. In other words, in the probability variable game state and the time-saving game state (high-frequency support mode), the probability of winning a normal winning is set to 299 / 300, which is higher than the normal game state (low-frequency support mode), and the operation frequency of the electric device 315b is increased.
[0161] In addition, the probability of winning a normal low-frequency support mode map and the probability of winning a normal high-frequency support mode map are not limited to the examples shown in Figures 12(A) and 12(B) and can be changed as appropriate.
[0162] The normal win type random number counter C5 is periodically updated by being incremented by 1 in the range of 0 to 199 in step S1003 of the main timer interrupt process in FIG. 17, which will be described later, and is reset to 0 after reaching its maximum value. The value of the normal win type random number counter C5 at the time when the game ball enters the through gate 317L, 317R is stored in the normal win first reserve area to the normal win fourth reserve area SE1 to SE4 of the normal reserve storage area 412c. Also, when the value of the normal win type random number counter C4 stored in the normal win first reserve area to the normal win fourth reserve area SE1 to SE4 is a normal win, the type of normal win (short opening normal win or long opening normal win), that is, the opening time of the electric device 315b, is set by the value of the normal win type random number counter C5 stored in the normal win first reserve area to the normal win fourth reserve area SE1 to SE4.
[0163] Here, FIGS. 12(C) and 12(D) are diagrams showing an example of a type allocation table per general drawing. In the present embodiment, as the type allocation table per general drawing, two types are set: the type allocation table per general drawing in the low-frequency support mode shown in FIG. 12(C) and the type allocation table per general drawing in the high-frequency support mode shown in FIG. 12(D). That is, in the present embodiment, as will be described later, the allocation probabilities of the types per general drawing (per short-open general drawing and per long-open general drawing) are different between the low-frequency support mode and the high-frequency support mode.
[0164] Here, in the case of per short-open general drawing, a per short-open general drawing game is executed in which the electric accessory 315b is opened for a short time (for example, 0.1 second), and a game ball can enter the second winning opening 315 for a short time (for example, 0.1 second). In this per short-open general drawing game, since the opening time of the electric accessory 315b is short, it is difficult for a game ball to enter the second winning opening 315, and in many cases, no game ball enters the second winning opening 315.
[0165] On the other hand, in the case of per long-open general drawing, a per long-open general drawing game is executed in which the electric accessory 315b is opened for a longer time (for example, 6 seconds) than in the per short-open general drawing game, and a game ball can enter the second winning opening 315 for a longer time (for example, 6 seconds) than in the per short-open general drawing game. In this per long-open general drawing game, since the opening time of the electric accessory 315b is long, it is easy for a game ball to enter the second winning opening 315, and it is possible to reserve the right to execute the second special figure game up to the upper limit number (for example, 4).
[0166] The low frequency support mode normal winning type allocation table shown in Figure 12 (C) is a table used in the normal winning lottery in the normal game state, which is the low frequency support mode. As shown in Figure 12 (C), in the low frequency support mode normal winning type allocation table, when the value of the normal winning type random number counter C5 is 0 to 99, it is set to a short opening normal winning, and when the value of the normal winning type random number counter C5 is 100 to 199, it is set to a long opening normal winning. In other words, in the normal game state (low frequency support mode), the allocation ratio between the short opening normal winning and the long opening normal winning is set to 1:1. Of course, the distribution ratio between short-opening normal wins and long-opening normal wins in the normal game state (low frequency support mode) does not necessarily have to be 1:1 and can be changed as appropriate. For example, it is possible to set the distribution ratio for long-opening normal wins to zero (the value of the normal win type random number counter C5 for long-opening normal wins is zero) or approximately zero (the value of the normal win type random number counter C5 for long-opening normal wins is one or two).
[0167] The high-frequency support mode normal winning type allocation table shown in FIG. 12(D) is a table used in the normal winning lottery in the high-frequency support mode, which is the probability variable game state and the time-saving game state. As shown in FIG. 12(D), in the high-frequency support mode normal winning type allocation table, when the value of the normal winning type random number counter C5 is 0, it is set to a short-open normal winning, and when the value of the normal winning type random number counter C5 is 1 to 199, it is set to a long-open normal winning. In other words, in the probability variable game state and the time-saving game state (high-frequency support mode), it is set to be more likely to be allocated to a long-open normal winning than a short-open normal winning. Of course, the allocation rate between short-open normal winning and long-open normal winning in the probability variable game state and the time-saving game state (high-frequency support mode) is not limited to the example shown in FIG. 12(D) and can be changed as appropriate. For example, it is possible to set the allocation rate for short-open normal winning to zero (the value of the normal winning type random number counter C5 for short-open normal winning is zero).
[0168] Note that the release of the electric accessory 315b is not limited to once per game for each general pattern hit, and it may be released multiple times. In this case, the release time and release interval (release interval) of each release of the electric accessory 315b in one game for each general pattern hit may be of one type or multiple types.
[0169] The general pattern variation type counter CS2 is incremented by 1 in order within a range of, for example, 0 to 99, and is updated at least once in step S1402 each time the main process of FIG. 21 described later is executed, and is repeatedly updated in step S1414 even within the remaining time in the main process. Then, the values of the general pattern variation type counter CS2 at the timing when the game balls win in the through gates 317L and 317R are stored in the general pattern first hold area to the general pattern fourth hold area SE1 to SE4 in the general pattern hold storage area 412c. Also, at a predetermined timing, based on the value of the general pattern variation type counter CS2 stored in the general pattern hold storage area 412c, the general pattern variation display time is determined by referring to a general pattern variation display table (not shown).
[0170] The general pattern variation display table (not shown) includes, for example, a high-frequency support mode general pattern variation table referred to in the case of the high-frequency support mode and a low-frequency support mode general pattern variation display table referred to in the case of the low-frequency support mode. In the high-frequency support mode general pattern variation display table and the low-frequency support mode general pattern variation display table, a plurality of general pattern variation display times are set corresponding to, for example, the value of the general pattern variation type counter CS2. Also, usually, the average time of the general pattern variation display time of the high-frequency support mode general pattern variation display table is set to be shorter than that of the low-frequency support mode general pattern variation display table. For example, some of the variation display times set in the high-frequency support mode general pattern variation display table may be set to be longer than some of the variation display times set in the low-frequency support mode general pattern variation display table, or all of the variation display times set in the high-frequency support mode general pattern variation display table may be set to be longer than all of the variation display times set in the low-frequency support mode general pattern variation display table.
[0171] In addition, a common general drawing variation display table may be set for both the high-frequency support mode and the low-frequency support mode, and the general drawing variation display time set in at least one of the general drawing variation display tables of the high-frequency support mode general drawing variation display table and the low-frequency support mode general drawing variation display table may be of one type. Further, the general drawing variation display time may be set according to the general drawing variation hold count X. For example, the general drawing variation display time may be set such that it becomes shorter as the general drawing variation hold count X is larger, and may be set such that it becomes longer as the general drawing variation hold count X is smaller.
[0172] Here, FIG. 13 is a block diagram showing an example of a game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. Game information such as game history and ball output performance is stored in the game information storage area 412d. In the present embodiment, the following game information is stored in the game information storage area 412d as game information: "number of out balls", "number of payout balls from general winning openings", "number of payout balls from the first winning opening", "number of payout balls from the second winning opening", "number of payout balls from variable winning openings", "set value", "base information", "continuous accessory ratio information", "accessory ratio information", "cumulative jackpot lottery count", "unit jackpot lottery count", "jackpot count", and "continuous miss count". Among these game information, "game set value", "base information", "continuous accessory ratio information", "accessory ratio information", and "unit jackpot lottery count" correspond to game information (performance information) related to ball output performance.
[0173] The "number of out balls" is an integrated value of the number of game balls launched onto the game board 31 in the normal game state (low probability mode and low-frequency support mode). This "number of out balls" is stored as a value obtained by counting the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17 described later.
[0174] The "general winning opening payout ball count" is the accumulated value of the game balls paid out for winning at the general winning opening 313 in the normal game state (low probability mode and low frequency support mode). When a winning at the general winning opening 313 is detected by the ball entry sensor 313a in the normal game state, the "general winning opening payout ball count" is updated to the value obtained by adding the payout ball count for this winning when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the winning at the general winning opening 313 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.
[0175] The "first winning opening payout ball count" is the accumulated value of the game balls paid out for winning at the first winning opening 314 in the normal game state (low probability mode and low frequency support mode). When a winning at the first winning opening 314 is detected by the ball entry sensor 314a in the normal game state, the "first winning opening payout ball count" is updated to the value obtained by adding the payout ball count for this winning when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the winning at the first winning opening 314 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.
[0176] The "second winning opening payout ball count" is the accumulated value of the game balls paid out for winning at the second winning opening 315 in the time-saving game state (low probability mode and high frequency support mode). When a winning at the second winning opening 315 is detected by the ball entry sensor 315a in the time-saving game state, the "second winning opening payout ball count" is updated to the value obtained by adding the payout ball count for this winning when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the winning at the second winning opening 315 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.
[0177] "Variable prize payout ball count" is the integrated value of the game balls paid out for winning the variable prize opening 316 in the jackpot game state. When a win at the variable prize opening 316 is detected by the ball entry sensor 316a in the jackpot game state, this "variable prize payout ball count" is updated to the value obtained by adding the number of balls to be paid out due to the current win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the variable prize opening 316 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.
[0178] "Game setting value" is for selecting the low probability mode win / loss table (see FIG. 9(A)) and the high probability mode win / loss table (see FIG. 9(B)) used in the jackpot lottery (win / loss determination). In other words, the "game setting value" defines the jackpot probability in the low probability mode and the high probability mode. In this embodiment, six levels of setting values (six types of low probability mode win / loss tables with different jackpot probabilities (see FIG. 9(A)) and high probability mode win / loss tables (see FIG. 9(B))) are prepared as described later. The "game setting value" is updated in the game setting value change process of FIG. 35 described later.
[0179] "Base information" is information regarding the "base", which is the payout rate (payout ball rate) in the normal game state (low probability mode and low frequency support mode). This "base" is the ratio of the total payout ball number of the "general winning opening payout ball number" and the "first winning opening payout ball number" to the "out ball number" in the normal game state. Expressing "base" as a mathematical formula, "base" = 100 × ("general winning opening payout ball number" + "first winning opening payout ball number") / "out ball number". "Base information" includes information regarding the current base BL, the previous 60,000 ball base B1, and the penultimate 60,000 ball base B2. Here, the previous 60,000 ball base B1 and the penultimate 60,000 ball base B2 are updated each time the out ball number reaches 60,000 in the specific performance information update process of FIG. 36 described later (steps S2505 and S2506). Specifically, when the most recent out ball number reaches 60,000, the "base" is used as the previous 60,000 ball base B1, and when the out ball number before that reaches 60,000, the "base" is used as the penultimate 60,000 ball base B2, and they are respectively saved as "base information" in the game information storage area of the RAM 412. Also, until the counter value of the out ball number reaches 60,000, it is calculated as the current base BL (step S1804), and the current base BL is saved as "base information" in the game information storage area of the RAM 412. Further, when it is calculated as the current base BL until the counter value of the out ball number reaches 60,000, in addition to the "general winning opening payout ball number", "first winning opening payout ball number", and "out ball number" described above, the "general winning opening payout ball number", "first winning opening payout ball number", and "out ball number" for base calculation are stored in the "base information".
[0180] Note that in this embodiment, the "base information" includes the "current base BL", the "previous 60,000 ball base B1", and the "penultimate 60,000 ball base B2", and the 60,000 ball bases for the past two times are left as a history, but the 60,000 ball bases for three or more past times may be left as a history. Also, as the "base information", the cumulative base from when the gaming machine 10 was installed in the game hall until now may be included.
[0181] The "continuous feature ratio information" is information relating to the "continuous feature ratio," which is the ratio of the number of balls paid out from the variable feature slots to the total number of balls paid out from all the feature slots that pay out prize balls (general feature slot 313, first feature slot 314, second feature slot 315, and variable feature slot 316). The "continuous feature ratio" can be expressed mathematically as "continuous feature ratio" = 100 × "number of balls paid out from variable feature slots" / "total number of balls paid out." The "continuous feature ratio information" is updated, for example, during the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "continuous feature ratio information" is stored as the cumulative continuous feature ratio from the time the gaming machine 10 was installed in the gaming hall until the present time. The "sequential feature ratio information" may be the consecutive feature ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "sequential feature ratio information" may include both the cumulative consecutive feature ratio and the consecutive feature ratio for a certain period.
[0182] The "function ratio information" is information related to the "function ratio," which is the ratio of the total number of balls paid out from the second winning slot to the total number of balls paid out from all winning slots that pay out prize balls (general winning slot 313, first winning slot 314, second winning slot 315, and variable winning slot 316). The "function ratio" can be expressed mathematically as follows: "function ratio" = 100 × ("number of balls paid out from second winning slot" + "number of balls paid out from variable winning slot") / "total number of balls paid out." The "function ratio information" is updated, for example, during the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "function ratio information" is stored as the cumulative function ratio from the time the gaming machine 10 was installed in the gaming hall to the present. The "role ratio information" may be the role ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous role ratio information" may include both the cumulative role ratio and the role ratio for a certain period.
[0183] The "cumulative number of jackpot draws" is the number of jackpot draws in the normal game mode (low probability mode and low frequency support mode) from the start of the gaming machine 10 before the opening of the gaming hall until the present. In other words, the "cumulative number of jackpot draws" is also the cumulative number of times that the first special symbol variable display is executed in the first special symbol display area 362 of the main display unit 36 in response to a winning entry into the first winning slot 314 in the normal game mode. The "cumulative number of jackpot draws" is incremented by one each time the first special symbol or second special symbol variable display is started in the first special symbol display area 362 or second special symbol display area 363 of the main display unit 36 in step S2106 of the special symbol variable display start processing in FIG. 28 (described later). The "cumulative number of jackpot draws" is cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0184] The "number of jackpot draws per unit" is the number of times a jackpot draw is conducted triggered by a win at the first winning opening 314 per a certain number of minus balls in the normal game state (low probability mode and low frequency support mode) (the number of times the symbol variation display of the first special symbol display section of the main display section 36 is executed). In the present embodiment, the certain number is "250 balls", and the minus balls are the number of balls obtained by subtracting the number of balls paid out from the general winning opening and the number of balls paid out from the first winning opening from the "number of out balls". That is, the "number of jackpot draws per unit" is the number of times the variation display of the first special symbol (the number of times a jackpot draw is conducted) is executed at the first special symbol display section 362 with an average of 1000 yen when receiving a loan of 250 balls per 1000 yen in the game hall. Note that the "number of jackpot draws per unit" may be the number of times a jackpot draw is conducted per a certain number of "number of out balls" in the normal game state. The "number of jackpot draws per unit" is updated in the specific performance information update process of FIG. 36 described later. In the present embodiment, the "number of jackpot draws per unit" is stored as the cumulative number of jackpot draws per unit from when the gaming machine 10 is installed in the game hall until the present. Note that the "number of jackpot draws per unit" may be for a certain period (for example, for a certain number of jackpot times (for example, 100 times), the period until a certain number of jackpot draws (for example, 1000 times) in the normal game state are executed, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, as the "number of jackpot draws per unit", both the cumulative number of jackpot draws per unit and the number of jackpot draws per unit for a certain number of periods may be stored as game information.
[0185] The "number of jackpot times" is the number of times the lottery result in the jackpot draw conducted from when the activation of the gaming machine 10 is started before the business start of the game hall until the present becomes a jackpot. The "number of jackpot times" is incremented by 1 each time a jackpot game is started, for example, in the jackpot game control process of FIG. 29 described later. Also, the "number of jackpot times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.
[0186] The "consecutive non-winning times" is the number of times the lottery result in the jackpot lottery has consecutively missed in the normal game state (low probability mode and low frequency support mode), and is cleared to 0 times when the lottery result is a jackpot. The "consecutive non-winning times" is incremented by 1 each time the result of the winning / losing determination based on the low probability mode determination table in step S2103 is a miss when starting the variable display of the first special symbol or the second special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 in the special symbol variable start process of FIG. 28 described later, and is cleared to 0 times when the result of the winning / losing determination is a jackpot. In the present embodiment, the "consecutive non-winning times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the "consecutive non-winning times" may not be cleared from the game information storage area 412d when the main power supply of the gaming machine 10 is turned off.
[0187] Returning to the description of FIG. 14, the performance information display device 4A displays "base information" and "set values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a set value display section 45, a set value change operation section 46, and a ROM 47. Here, FIG. 15 is a diagram schematically showing an example of the performance information display device 4A.
[0188] As shown in FIG. 15, the performance display monitor 43 displays the "base information" in the gaming machine 10, and is provided at a visible position in a state where the inner frame 12 is expanded (see FIG. 3). The performance display monitor 43 is composed of a plurality (four in this embodiment) of 7-segment displays 431 to 434, and is referred to as a 4-digit 7-segment. Note that the performance display monitor 43 is preferably provided in the main control device 4, but may be provided in a device other than the main control device 4 in the main control unit 331, or may be provided in other components of the game other than the main control unit 331. It is also conceivable to display the "base information" using the first special symbol display section 362 and / or the second special symbol display section 363 of the main display section 36.
[0189] The seven-segment displays 431 to 434 are capable of displaying the numbers "0" to "9" and the letters "A" to "F." When the seven-segment displays 431 to 434 display the letter "B," a dot is lit to display "8." in order to distinguish it from the number "8," and when the letter "D" is displayed, a dot is lit to display "0." in order to distinguish it from the number "0." Furthermore, when displaying any of the letters "A" to "F," it is also possible to light up a dot to clearly indicate that it is a letter.
[0190] Of the four seven-segment indicators 431 to 434 of the performance display monitor 43, the two left seven-segment indicators 431 and 432 are identification segments that display an abbreviation for "base type," and the two right seven-segment indicators 433 and 434 are ratio segments that display a base value (%) calculated by the MPU 41. For example, when the current base BL is 31%, the two left seven-segment indicators 431 and 432, which are identification segments, display "BL," which is the abbreviation for the current base BL, as "8." and "L," and the two right seven-segment indicators 433 and 434, which are ratio segments, display the base value "31" as "3" and "1." In other words, the four seven-segment indicators 431 to 434 display "8.", "L," "3," and "1," in order from left to right.
[0191] The performance display switch 44 is used to collectively switch the power supply of the performance display monitor 43 (four 7-segment displays 431 to 434) on and off by a pressing operation, and is provided at an easily operable position in the state where the inner frame 12 is unfolded (see Fig. 3). In the illustrated example, when the upper half of the performance display switch 44 is pressed, the power is turned on, and when the lower half is pressed, the power is turned off. When an operation to turn on the power is performed on the performance display switch 44, the four 7-segment displays 431 to 434 are energized, and the display of the base information on the performance display monitor 43 becomes possible. On the other hand, when an operation to turn off the power is performed on the performance display switch 44, the power supply to the four 7-segment displays 431 to 434 is cut off, and the base information on the performance display monitor 43 becomes non-displayed. Note that the performance display switch 44 may be provided outside the main control device 4.
[0192] Here, Fig. 15(A) is an example of the display on the performance display monitor 43. As shown in Fig. 15(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are in the off state, so the base information is in the non-display state. As shown in Figs. 15(B) to 15(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, as "base information", the current base BL → the previous 60,000-piece base B1 → the previous previous 60,000-piece base B2 → the current base BL loops in order, and each base is repeatedly displayed at regular intervals. The example shown in Fig. 15(B) shows that the current base BL is 28%, the example shown in Fig. 15(C) shows that the previous 60,000-piece base B1 is 34%, and the example shown in Fig. 15(D) shows that the previous previous 60,000-piece base B2 is 32%. On the other hand, as shown in Fig. 15(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off, and the base information on the performance display monitor 43 becomes non-displayed.
[0193] Note that programs necessary to display "base information" on the performance display monitor 43, such as a program for calculating the current base BL, the previous 60,000-piece base B1, and the previous-previous 60,000-piece base B2, and a program for sequentially displaying the current base BL, the previous 60,000-piece base B1, and the previous-previous 60,000-piece base B2 on the performance display monitor 43 at regular intervals, etc., are stored in a ROM 47 provided separately from the ROM 412 of the MPU 41 in the main control device 4. Thereby, the load on the ROM 411 of the MPU 41 can be reduced. However, if there is a capacity margin in the ROM 411 of the MPU 41, a program necessary to display "base information" on the performance display monitor 43 may be stored in the ROM 411. Also, a program necessary to display "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main control device 4.
[0194] Also, on the performance display monitor 43, instead of or in addition to "base information", other performance information stored in the game information storage area 412d such as "continuous accessory ratio information" and "accessory ratio information" may be displayed.
[0195] Also, the performance display monitor 43 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display.
[0196] Returning to the description of FIG. 14, the set value display unit 45 displays the above-described game set values for selecting the low-probability mode pass / fail table (see FIG. 9(A)) and the high-probability mode pass / fail table (see FIG. 9(B)) referred to in the jackpot lottery, and is configured by a 7-segment display. Note that the set value display unit 45 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display, and the game set values may be displayed using the performance display monitor 43.
[0197] The set value change operation unit 46 switches the power of the 7-segment display on and off when pressed, and when the power of the 7-segment display is on, it allows the set value to be changed by rotating it. The set value change operation unit 46 has a function as a contact switch that is turned on and off when pressed, and a function as a rotary switch that switches the contact when rotated (by a predetermined angle). Here, Fig. 16 is a diagram showing an example of a display on the set value display unit 45 of the main control device 4.
[0198] As shown in FIG. 16(A), when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an off state, the seven-segment display is energized and a number is displayed on the setting value display unit 45. The number displayed at this time is the setting value stored in the game information storage area 412d of the RAM 412, and indicates the current setting value. In the illustrated example, the setting value is "1." On the other hand, when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an on state, the power to the seven-segment display is cut off and the setting value display unit 45 is turned off.
[0199] As shown in FIG. 16(B), when the setting value display unit 45 is turned on, a rotation operation on the setting value change operation unit 46 changes the number displayed on the setting value display unit 45. In the illustrated example, rotating the setting value display unit 45 to the right increases the number displayed on the setting value display unit 45, and rotating the setting value display unit 45 to the left decreases the number displayed on the setting value display unit 45. When the number displayed on the setting value display unit 45 is changed by rotating the setting value display unit 45, the changed number is stored as the setting value in the game information storage area 412d of the RAM 412. Therefore, when the setting value change operation unit 46 is pressed with the number corresponding to the desired setting value displayed on the setting value display unit 45 and the power to the 7-segment display is turned off, the number displayed immediately before the power was turned off is determined as the setting value. This allows the MPU41 to conduct a jackpot lottery based on a low-probability mode win / loss table (see Figure 9(A)) or a high-probability mode win / loss table (see Figure 9(B)) selected according to the setting value stored in the game information storage area 412d of the RAM412.
[0200] The method for changing the set value is not limited to the method of rotating the set value change operation unit 46 and then turning off the power to the set value display unit 45. For example, the method may involve rotating the set value change operation unit 46 and then pressing the operation button 20 (see FIG. 1) to determine the set value, repeatedly pressing or holding the operation button 20 (see FIG. 1) to change the number displayed on the set value display unit 45 and then turning off the power to the set value display unit 45, or inserting a key into a keyhole provided in the main control unit 4 or the like and turning the key to change the number displayed on the set value display unit 45 and then removing the key.
[0201] Here, the performance information display device 4A including the set value display unit 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. Further, the control unit 33 is provided on the back side of the game board 31 and is openable and closable with respect to the front frame 11. Therefore, the set value display unit 45 is provided on the back side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 with respect to the front frame 11, it is possible to select a state where it is visible and a state where it is not visible from the outside of the gaming machine 10 (the front side of the front frame 11). That is, when the game board 31 (control unit 33) is closed with respect to the front frame 11, the set value display unit 45 cannot be visually recognized, while when the game board 31 (control unit 33) is opened with respect to the front frame 11, the set value display unit 45 can be visually recognized. Thereby, when a player executes a game on the gaming machine 10, as long as the game board 31 is not opened, the set value display unit 45 is not visually recognized, so it is possible to prevent the player from grasping the set value by the numbers displayed on the set value display unit 45. And, when the set value display unit 45 is in a lit state, it is turned off by pressing the set value change operation unit 46. Therefore, by maintaining the off state of the set value display unit 45 during the business hours of the game hall, even if the game board 31 is opened due to ball jamming or the like in the gaming machine 10 and the set value display unit 45 becomes visible, it is possible to prevent the set value from being grasped by the player by the set value display unit 45.
[0202] On the other hand, when the set value display unit 45 is in an off state, it is turned on by pressing the set value change operation unit 46, and the numbers corresponding to the game set values are made non-displayed. Therefore, outside the business hours of the game hall, by opening the game board 31 with respect to the front frame 11 and performing a pressing operation on the set value change operation unit 46, the set value display unit 45 is turned on, and based on the numbers displayed on the set value display unit 45, the game set value can be confirmed. Further, the game set value can be changed by a rotating operation on the set value change operation unit 46. Thereby, while ensuring the confidentiality of the set value during business hours, it becomes possible to change the set value by a simple operation outside business hours.
[0203] In this embodiment, the performance information display device 4A is provided in the main control device 4. However, the performance information display device 4A may be provided separately from the main control device 4 in the main control unit 331, or may be provided separately from the main control unit 331 in the control unit 33.
[0204] [Sub-control unit 332] As shown in FIG. 7, the sub-control unit 332 includes an audio lamp control device 5 and a display control device 6, and executes symbol variation display and effect display in the symbol display unit 341 based on a control signal input from the main control unit 331.
[0205] [Audio lamp control device 5] The audio lamp control device 5 includes an MPU 51, an input / output I / F 52, etc. The MPU 51 is an arithmetic device configured as a one-chip microcomputer. Also, a ROM 511 and a RAM 512 are built into the MPU 51.
[0206] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. Also, information such as sounds and lamp blinking patterns used in special figure game effects, jackpot game effects, etc. is stored in the ROM 511. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processing executed by the MPU 51. Note that the RAM 512 may be a non-volatile storage unit.
[0207] The sound lamp control device 5 executes processing according to a control program stored in the ROM 511 using the MPU 51, and inputs commands (control signals) to the display control device 6 based on commands (control signals) input from the main control device 4, thereby controlling the display of the symbol display unit 341. The sound lamp control device 5 also controls the playback sound output from the speaker 26 and the blinking mode of the illumination unit 27 in accordance with the display of the symbol display unit 341. For example, when executing a special symbol game presentation and a jackpot game presentation, which will be described later, the MPU 51 controls the image display on the symbol display unit 341, the playback sound output from the speaker 26, and the blinking mode of the illumination unit 27.
[0208] The input / output I / F 52 is an input / output interface that inputs signals to the audio lamp control device 5 and outputs control signals from the audio lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Commands such as a special chart variation pattern command, a first special chart hold command, a second special chart hold command, and a special chart shift command are input from the main control device 4 to the audio lamp control device 5. In addition, the audio lamp control device 5 outputs a display variation pattern command, etc. to the display control device 6. Note that another embodiment can also be considered as a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the audio lamp control device 5. In addition, another embodiment can also be considered as a configuration in which the sub-control unit 332 includes a single control device having the functions of both the audio lamp control device 5 and the display control device 6.
[0209] In addition, a speaker 26 and a lighting unit 27 are connected to the input / output I / F 52. In the voice lamp control device 5, the MPU 51 controls the voice output from the speaker 26 and the blinking pattern of the lighting unit 27 based on commands input from the main control device 4. An operation switch 20a is also connected to the input / output I / F 52. As a result, the MPU 51 detects that an operation has been performed on the operation button 20, and based on the detection result, controls image game effects executed on the symbol display unit 341, voice output effects in which voice is output from the speaker 26, lamp effects based on the blinking pattern of the lighting unit 27, and the like.
[0210] The MPU 51 executes predetermined arithmetic processing based on commands such as a general pattern variation command, an electric accessory release command, an electric accessory closing command, a special pattern variation command, a first special pattern hold command, a second special pattern hold command, a special pattern shift command, a big win game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a big win game end command, and a game setting value change command input from the main control device 4.
[0211] Specifically, when a special pattern variation command is input, the MPU 51 determines a special pattern variation pattern based on the special pattern variation command, transmits a display variation pattern command corresponding to the special pattern variation pattern to the display control device 6 (see step S3107 in the command determination process of FIG. 47), and starts the symbol variation display on the symbol display unit 341. At this time, when the special pattern variation command indicates a miss in the symbol display unit 341, a combination of decorative symbols corresponding to the miss is displayed.
[0212] [Display control device 6] The display control device 6 controls the display of the symbol display unit 341 based on the commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 executes symbol variation display and effect display by controlling the display of the symbol display unit 341 based on display variation pattern commands and the like input from the voice lamp control device 5.
[0213] The display control device 6 includes an MPU 61, an input / output I / F 62, etc. The voice lamp control device 5 and the symbol display unit 341 are connected to the input / output I / F 62. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.
[0214] The MPU 61 is an arithmetic device configured as a one-chip microcomputer. A ROM 611 and a RAM 612 are built in the MPU 61. In addition, other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts are also built in the display control device 6. The MPU 61 executes processing according to the control program stored in the ROM 611 etc. Also, part or all of the processing executed by the display control device 6 may be executed by an electronic circuit.
[0215] In addition to the control program, the ROM 611 stores multiple types of images such as decorative symbols etc. which are variable symbols used in the symbol variation display of the symbol display unit 341, preview effect images, reach effect images, big win effect images, losing effect images, etc. Note that the images displayed on the symbol display unit 341 include still images and moving images. Also, a display schedule corresponding to each variation display pattern command is stored in the ROM 611. Specifically, the display schedule includes the type of image to be used, the display timing, and also the variation display time of the variable symbol. Then, in the display control device 6, the MPU 61 causes the symbol display unit 341 to display an image according to the display schedule corresponding to the variation display pattern command, thereby realizing symbol variation display and effect display.
[0216] The RAM 612 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 61. The RAM 612 may also be a non-volatile storage unit.
[0217] [Dispensing control device 7] The dispensing control device 7 is equipped with an MPU 71 and an input / output I / F 72. The MPU 71 is a computing device configured as a one-chip microcomputer. The MPU 71 also has a built-in ROM 711 and RAM 712.
[0218] The ROM 711 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The RAM 712 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. The RAM 712 may also be a non-volatile storage unit.
[0219] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, the input / output I / F 72 is connected to the payout device 132 and the ball lending device 100.
[0220] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and is equipped with a drive unit 132a, such as a motor, that drives a ball stop member that switches whether or not game balls are paid out, and a payout sensor 132b that detects each game ball being paid out. The payout control device 7 pays out any number of game balls by controlling the drive unit 132a based on the detection results of the payout sensor 132b. The payout control device 7 is also provided with a state recovery switch 73. The state recovery switch 73 is operated, for example, when a payout error such as ball jamming in the payout device 132 occurs, to resolve the ball jam (return to normal state).
[0221] The ball lending device 100 is installed in the island facility together with the gaming machine 10. The ball lending device 100 can pay out and lend to the player a number of gaming balls corresponding to a preset amount within the range of the amount stored in a recording medium such as a card inserted into the ball lending device 100 in response to the operation of a ball lending operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal for paying out a predetermined number of gaming balls is input from the ball lending device 100 to the payout control device 7, the payout device 132 is controlled by the MPU 71 to pay out a predetermined number of gaming balls. Note that the recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium incorporating an IC chip. Further, the ball lending device 100 may be capable of lending a predetermined number of gaming balls corresponding to the inserted cash when cash is inserted.
[0222] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls the drive of the gaming ball launch mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeder 322 of the gaming ball launch mechanism 32 to supply the gaming balls stored in the upper tray 23 onto the launch rail 321. Then, the launch control IC 81 detects the operation amount of the launch handle 22, and drives the solenoid 323 of the gaming ball launch mechanism 32 according to the operation amount to launch the gaming balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeder 322 and the solenoid 323 using a clock signal that switches between ON and OFF at a preset cycle (for example, 0.6 sec) as a drive signal. As a result, in the gaming machine 10, one gaming ball is launched toward the game area every 0.6 sec.
[0223] Furthermore, the launch handle 22 is provided with a variable resistor for detecting the amount of rotation by the player, and a voltage is input to the launch control IC 81 according to the amount of rotation of the launch handle 22. As a result, the launch control IC 81 adjusts the voltage applied to the solenoid 323 based on the voltage value input according to the amount of rotation of the launch handle 22 so that the greater the amount of rotation of the launch handle 22, the stronger the launch of the game balls from the game ball launching mechanism 32.
[0224] Furthermore, the launch handle 22 is provided with a touch sensor 21a for detecting that the player is touching the launch handle 22, and a ball stop switch 21b that the player operates to stop the launch of the game balls at will. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the launch of the game balls by the game ball launch mechanism 32 when the touch sensor 21a detects that the player is not touching the launch handle 22, or when the ball stop switch 21b is detected to be operated by the player. This prevents a game from being played when the launch handle 22 is not being touched, for example, by fixing the launch handle 22 in a rotating state. In addition, the player can stop the launch of the game balls by operating the ball stop switch 21b with their thumb or the like at any timing while rotating the launch handle 22.
[0225] [Power supply control device 9] The power supply control device 9 generates a +12V voltage to drive various sensors, drive units, etc., and a +5V voltage for the logic used in the control device. The power supply control device 9 then supplies the generated +12V or +5V voltage to the main control device 4, audio lamp control device 5, display control device 6, dispensing control device 7, launch control device 8, etc.
[0226] Note that the power control device 9 is provided with a power switch 90 for turning on / off the power supply of the gaming machine 10 and a RAM erase switch 91 that is operated when returning the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated to turn on the power with the RAM erase switch 91 in the ON state.
[0227] Also, the power control device 9 is provided with a capacitor and a secondary battery as charging means that are charged by the power supplied from the power supply equipment. Thereby, in the gaming machine 10, even when the power supply from the power supply equipment is interrupted, the information in the RAM provided in the control device is held for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even when the power supply from the power supply equipment is interrupted, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0228] Furthermore, when the power control device 9 determines that the power supply has been interrupted, it inputs a power failure signal to the main control device 4, the voice lamp control device 5, the payout control device 7, etc. For example, when the power control device 9 outputs a preset DC voltage of 24V based on the power supplied from the power supply equipment, it determines that a power failure state exists when the DC voltage reaches less than the preset 22V. Note that when the main control device 4, the voice lamp control device 5, the payout control device 7, etc. receive a power failure signal from the power control device 9, they interrupt the ongoing control and execute a predetermined NMI interrupt process.
[0229] [Processing of the main control device 4] Next, with reference to FIGS. 17 to 41, the processing executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is activated upon power-on, a main process that is executed after the startup process, a main timer interrupt process that is periodically activated, an NMI interrupt process that is executed during a power failure, and the like. In the present embodiment, descriptions of the startup process, the NMI interrupt process, etc. are omitted, and the main timer interrupt process and the main process will be described. Further, in the startup process, it is confirmed whether the RAM 412 is operating normally, and the execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0230] [Main Timer Interrupt Process of Main Control Device 4] Here, FIG. 17 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec. Hereinafter, the main timer interrupt process will be described with reference to FIG. 17.
[0231] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes a sensor detection process for determining the detection state of sensors and the like connected to the main control device 4. For example, it determines the detection states of the ball entry sensors 313a to 316a, 317La, 317Ra, the out ball sensor 318a, and the like. At this time, when the MPU 41 detects the entry of a gaming ball into any of the ball entry sensors 313a to 316a, 317La, 317Ra, it stores that information in the RAM 412 as winning detection information. Further, when the MPU 41 detects an out ball by the out ball sensor 318a, it adds 1 to the number of out balls stored in the gaming information storage area 412d of the RAM 412 and updates the number of out balls in the gaming information storage area 412d.
[0232] <Step S1002> Next, in step S1002, the MPU 41 executes updating of the jackpot random number initial value counter CIN1 and the normal jackpot random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal jackpot random number initial value counter CIN2, and clears the counter values to 0 when the counter values reach their maximum values.
[0233] <Step S1003> Next, in step S1003, the MPU 41 executes updates of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal win random number counter C4, and the normal win type random number counter C5. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal win random number counter C4, and the normal win type random number counter C5, respectively, and clears the counter values to 0 when the counter values reach their maximum values.
[0234] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process associated with a win in the first winning port 314 or the second winning port 315 (step S1004), and executes a launch control process (step S1005). Details of the start winning process will be described later with reference to FIG.
[0235] The launch control process is a process that enables the launch of game balls on the condition that the touch sensor 21a detects that the player is touching the launch handle 22 and the ball stop switch 21b for stopping the launch has not been operated. The launch control process also disables the launch of game balls when the touch sensor 21a detects that the player is not touching the launch handle 22 or when the ball stop switch 21b has been operated. When the launch of game balls is enabled, the MPU 41 instructs the launch control device 8 to launch the game balls.
[0236] <Step S1006> In step S1006, when a game ball passes through the through gates 317L and 317R, the MPU 41 executes a through gate process to update the information stored in the general drawing reservation storage area 412c of the RAM 412 by the MPU 41, and ends the main timer interrupt process. The details of the through gate process will be described later with reference to FIG. 20.
[0237] [Start winning process] Here, FIG. 18 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of FIG. 17. Hereinafter, the start winning process will be described with reference to FIG. 18.
[0238] <Step S1101> As shown in FIG. 18, in step S1101, the MPU 41 determines whether there is a winning at the first winning port 314. Here, when the MPU 41 determines that there is a winning at the first winning port 314 (step S1101: Yes), the process proceeds to step S1102, and when the MPU 41 determines that there is no winning at the first winning port 314 (step S1101: No), the process proceeds to step S1106.
[0239] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the first special drawing reserved number N stored in the first special drawing reserved number storage area NAA of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the first special drawing reserved number N is the maximum reserved number (step S1102: Yes), the process proceeds to step S1106. On the other hand, if the first special drawing reserved number N is not the maximum reserved number (step S1102: No), the MPU 41 adds 1 to the first special drawing reserved number N (step S1103).
[0240] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 in the main timer interrupt process of FIG. 17, and the special drawing variation type counter CS1 updated in steps S1402 and S1414 in the main process of FIG. 21 described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REA1 to REA4 of the first special drawing reserved storage area REA in the special drawing reserved storage area 412b in the RAM 412.
[0241] <Step S1105> In step S1105, the MPU 41 checks the content of the special drawing validity information before the special drawing validity information for the first special drawing reservation acquired in step S1104 becomes a target for determining the winning or losing of a jackpot in step S2102 or S2103 in the special drawing variation start process of FIG. 28 described later, and executes a first special drawing reservation command setting process for setting the first special drawing reservation command in the RAM 412 based on this check result. The details of the first special drawing reservation command setting process will be described later with reference to FIG. 19.
[0242] <Step S1106> In step S1106, the MPU 41 determines whether there has been a winning for the second winning port 315. Here, when the MPU 41 determines that there has been a winning for the second winning port 315 (step S1106: Yes), the process proceeds to step S1107, and when the MPU 41 determines that there has been no winning for the second winning port 315 (step S1106: No), the start winning process ends.
[0243] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the second special drawing reserved number M stored in the second special drawing reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the second special drawing reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the start winning process. On the other hand, if the second special drawing reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 adds 1 to the second special drawing reserved number M (step S1108).
[0244] <Step S1109> In step S1109, the MPU 41 obtains the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 in the main timer interrupt process of FIG. 17, and the special drawing variation type counter CS1 updated in steps S1402 and S1414 in the main process of FIG. 21 described later, and stores the counter values in the first empty reserved area among the first to fourth reserved areas REB1 to REB4 of the second special drawing reserved storage area REB in the special drawing reserved storage area 412b in the RAM 412.
[0245] <Step S1110> In step S1110, the MPU 41 checks the content of the special drawing validity information for the second special drawing reservation obtained in step S1109 before the special drawing validity information becomes the subject of judging the winning or not of the jackpot in steps S2102 or S2103 in the special drawing variation start process of FIG. 28 described later, and executes a second special drawing reservation command setting process for setting the second special drawing reservation command in the RAM 412 based on this check result. Here, since the second special drawing reservation command setting process is the same as the first special drawing reservation command setting process described later with reference to FIG. 19, detailed description is omitted. Note that in the second special drawing reservation command setting process, in the first special drawing reservation command setting process of FIG. 19, "the first special drawing reservation command" may be read as "the second special drawing reservation command", and "the first special drawing reserved number N" may be read as "the second special drawing reserved number M".
[0246] [First Special Drawing Reservation Command Setting Process] Here, FIG. 19 is a flowchart showing the procedure of the first special figure hold command setting process executed by the MPU 41 in step S1105 of the start winning process of FIG. 18. The first special figure hold command includes information indicating that the command is the first special figure hold command, the result of the jackpot lottery (jackpot type or miss), the special figure variation display time, the first special figure hold number N, and other information. Hereinafter, the first special figure hold command setting process will be described with reference to FIG. 19.
[0247] <Step S1201> As shown in FIG. 19, the MPU 41 reads the first special figure hold number N from the first special figure hold number storage area NAA in the first special figure hold storage area REA, and reads the value of the jackpot random number counter C1 corresponding to each first special figure hold from the RAM 412 (step S1201).
[0248] <Step S1202> In step S1202, the MPU 41 determines whether it is in the high probability mode. If it is in the high probability mode (step S1202: Yes), the process proceeds to step S1203. On the other hand, if the MPU 41 is not in the high probability mode (step S1202: No), that is, if it is in the low probability mode, the process proceeds to step S1204. For example, the MPU 41 determines whether it is in the high probability mode based on the probability variable game state flag. The probability variable game state flag is a flag indicating whether it is in the probability variable game state, that is, whether it is in the high probability mode. This probability variable game state flag is set on in step S2317 of FIG. 34 when the game state transitions from the probability variable jackpot game state to the probability variable game state in the game state transition process described later, and is set off in step S2309 of FIG. 33 when the game state transitions from the probability variable game state to the probability variable jackpot game state or the normal jackpot game state.
[0249] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out the high-probability mode determination table (see FIG. 9(B)) that is stored according to the game setting value in step S2410 of the game setting value change process shown in FIG. 35 described later, and based on that high-probability mode determination table, executes a determination as to whether or not the counter value of the jackpot random number counter C1 read in step S1201 corresponds to a jackpot winning value. On the other hand, in step S1204, the MPU 41 reads out the low-probability mode determination table (see FIG. 9(A)) that is stored according to the game setting value in step S2410 of the game setting value change process shown in FIG. 35 described later, and based on that low-probability mode determination table, executes a determination as to whether or not the counter value of the jackpot random number counter C1 read in step S1201 corresponds to a jackpot winning value.
[0250] Note that in steps S1203 and S1204, the determination is executed based on the high-probability mode determination table or the low-probability mode determination table that is stored according to the game setting value in step S2410 of the game setting value change process shown in FIG. 35 described later. However, in step S1203 or S1204, after reading out the game setting value stored in step S2408 of the game setting value change process shown in FIG. 35 described later, it is also possible to select one by one the high-probability mode determination table or the low-probability mode determination table corresponding to that game setting value and perform the determination.
[0251] <Step S1205> In step S1205, the MPU 41 determines whether or not the counter value of the jackpot random number counter C1 corresponds to a jackpot winning value. Here, when the MPU 41 determines that the counter value read from the jackpot random number counter C1 corresponds to a jackpot winning value (step S1205: Yes), the process proceeds to step S1206. On the other hand, when the MPU 41 determines that the counter value read from the jackpot random number counter C1 does not correspond to a jackpot winning value (step S1205: No), that is, when it is a miss, the process proceeds to step S1208.
[0252] <Step S1206> In step S1206, the MPU 41 reads out the counter values of the jackpot type counter C2 and the special figure variation type counter CS1 from the RAM 412. For example, when the special figure win / loss information is stored in the third reserved area REA3 in step S1104 of the start winning process in FIG. 18, the counter values of the jackpot type counter C2 and the special figure variation type counter CS1 included in the special figure win / loss information stored in the third reserved area REA3 are read out. Note that the reserved area in which the special figure win / loss information is stored in step S1104 of the start winning process in FIG. 18 among the first reserved area REA1 to the fourth reserved area REA4 can be determined by the value of the reserved number N stored in the first special figure reserved number storage area NAA.
[0253] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the special figure variation type counter CS1, and the first special figure reserved number N to the first special figure reservation command. In this way, since the first special figure reservation command includes the first special figure reserved number N read out in step S1201, the MPU 51 of the voice lamp control device 5 that receives the first special figure reservation command can recognize whether the first special figure reservation command corresponds to the first special figure win / loss information stored in any of the first reserved area REA1 to the fourth reserved area REA4 by referring to the reserved number N included in the first special figure reservation command.
[0254] <Steps S1208 and S1209> In step S1208, the MPU 41 reads out the counter value of the special figure variation type counter CS1 from the RAM 412. Next, the MPU 41 sets the information indicating that the lottery result in the jackpot lottery is a miss, the special figure variation type counter CS1, and the first special figure reserved number N to the first special figure reservation command (step S1209).
[0255] The first special picture hold command set to ON in step S1207 or S1209 of the first special picture hold command setting process is stored in the RAM 412, and is erased after being transmitted to the voice lamp control device 5 together with other commands in step S1401 of the main process in Fig. 21, which will be described later and is executed by the MPU 41 of the main control device 4. Furthermore, the content of the first special picture hold command described here is merely an example, and is not limited to what is described here as long as the voice lamp control device 5 can grasp the same content as the first special picture hold command. For example, it is conceivable that part or all of the information of the first special picture hold command is included in another command.
[0256] [Through gate processing] Here, Figure 20 is a flowchart showing the procedure of the through gate processing executed by the MPU 41 in step S1006 in the main timer interrupt processing of Figure 17. In the through gate processing, when a gaming ball passes through the through gates 317L and 317R, the MPU 41 updates the information stored in the regular ball reservation storage area 412c of the RAM 412. Hereinafter, the through gate processing will be described with reference to Figure 20.
[0257] <Step S1301> As shown in Fig. 20, in the through gate processing, the MPU 41 first determines whether or not the gaming ball has passed through the left through gate 317L (step S1301). Whether or not the gaming ball has passed through the through gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection processing of step S1001 in the main timer interrupt processing of Fig. 17. If the MPU 41 determines that the gaming ball has passed through the left through gate 317L (step S1301: Yes), it shifts the processing to step S1303, and if it determines that the gaming ball has not passed through the left through gate 317L (step S1301: No), it shifts the processing to step S1302.
[0258] <Step S1302> When the MPU41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether the game ball has passed through the right through gate 317R (step S1302). Whether the game ball has passed through the right through gate 317R is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17. When the MPU41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the process proceeds to step S1303. When the MPU41 determines that the game ball has not passed through the right through gate 317R (step S1302: No), the through gate process ends.
[0259] <Step S1303> When the MPU41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), or when the MPU41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), it determines whether the general diagram change hold count X stored in the general diagram change hold count storage area SNA set in the general diagram hold storage area 412c of the RAM 412 is the maximum hold count (4 in this embodiment) (step S1303). When the general diagram change hold count X is the maximum hold count (step S1303: Yes), the through gate process ends. When the general diagram change hold count X is not the maximum hold count (step S1303: No), the process proceeds to step S1304.
[0260] <Steps S1304 and S1305> When the general drawing variation retention number X is not the maximum retention number (step S1303: No), the MPU 41 adds 1 to the general drawing variation retention number X (step S1304), obtains the counter values of the normal hit random number counter C4 and the normal hit type random number counter C5 updated in step S1003 of the main timer interrupt process in FIG. 17, and the value of the general drawing variation type counter CS2 updated in steps S1402 and S1414 of the main process in FIG. 21 described later, and stores the counter value in the first empty retention area among the general drawing first retention areas SE1 to general drawing fourth retention areas SE4 in the general drawing retention storage area 412c in the RAM 412 (step S1305), and ends the through gate process.
[0261] [Main Process of Main Control Device 4] Next, with reference to FIG. 21, the main process executed by the MPU 41 of the main control device 4 will be described. In the main process, main control processes for the progress of general drawing games, special drawing games, and big hit games are executed. In the main process, the processes of steps S1401 to S1411 are executed as periodic processes with a period of, for example, 4 msec, and the counter update processes of steps S1413 and S1414 are executed in the remaining time from the end of the processes of steps S1401 to S1411 to the next period.
[0262] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 executes an external output process of transmitting output data such as commands set in the main timer interrupt process of FIG. 17 or the previous main process to control devices such as the sub-control unit 332 and the peripheral control unit 140. For example, in the RAM 412, if commands such as a general drawing variation pattern command, an electric accessory release command, an electric accessory closing command, a special drawing variation pattern command, a first special drawing hold command, a second special drawing hold command, a special drawing shift command, a big win game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a big win game end command, and a game setting value change command are set, the command is transmitted to the voice lamp control device 5. Also, if a prize ball command is set in the RAM 412 in the prize ball command setting process of step S1403 described later in the main process, the prize ball command is transmitted to the payout control device 7.
[0263] <Step S1402> In step S1402, the MPU 41 updates the values of the special drawing variation type counter CS1 and the general drawing variation type counter CS2. Specifically, the MPU 41 adds 1 to the counter values in the special drawing variation type counter CS1 and the general drawing variation type counter CS2, and clears the counter value to 0 when the counter value reaches the maximum value.
[0264] <Step S1403> In step S1403, the MPU 41 sets in the RAM 412 a prize ball command to be output to the payout control device 7 and the sub-control unit 332. Specifically, the MPU 41 determines whether a prize has been won in the general prize opening 313, the first prize opening 314, the second prize opening 315, the variable prize opening 316, etc., based on the winning detection information stored in the RAM 412. If a prize has been won, the MPU 41 sets in the RAM 412 a prize ball command indicating the number of prize balls to be paid out in accordance with that prize. At this time, in the normal game state (low probability mode and low frequency support mode), if a prize has been won in the general prize opening 313 or the first prize opening 314, the MPU 41 updates the number of balls paid out from the general prize opening or the number of balls paid out from the first prize opening, which is stored in the game information storage area 412d of the RAM 412, to a value obtained by adding the number of balls paid out for the current prize. In addition, in the time-saving game state (low probability mode and high frequency support mode) or the probability variable game state (high probability mode and high frequency support mode), if a win occurs in the second winning port 315, the MPU 41 updates the number of balls paid out from the second winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out from the current winning. Furthermore, in the jackpot game state, if a win occurs in the variable winning port 316, the MPU 41 updates the number of balls paid out from the variable winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out from the current winning.
[0265] <Step S1404> In step S1404, the MPU 41 executes a normal game control process for controlling the progress of the normal game. Details of the normal game control process will be described later with reference to FIGS.
[0266] <Step S1405> In step S1405, the MPU 41 executes a normal winning game control process that controls the progress of the normal winning game that is executed when the result of the normal winning lottery is a win. Details of the normal winning game control process will be described later with reference to FIG.
[0267] <Step S1406> In step S1406, the MPU 41 executes a special figure game control process for controlling the progress of the special figure game. Although the details of the special figure game control process will be described later with reference to FIGS. 26 to 28, in the special figure game control process, when starting the variable display of the special symbols, a special figure variable pattern command necessary for the symbol variable display in the symbol display unit 341 is set. At this time, the MPU 41 sets a special figure variable pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412 based on the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of the main timer interrupt process in FIG. 17, and the special figure variable type counter CS1 updated in steps S1402 and S1414 of this process.
[0268] <Step S1407> In step S1407, the MPU 41 executes a jackpot game control process for controlling the progress of the jackpot game executed when the result of the jackpot lottery is a jackpot. The details of the jackpot game control process will be described later with reference to FIGS. 29 to 32.
[0269] <Step S1408> In step S1408, the MPU 41 executes a game state transition process for controlling the transition of various game states (normal game state, time-limited game state, probability-variable game state, probability-variable jackpot game state, and normal jackpot game state). The details of the game state transition process will be described later with reference to FIGS. 33 and 34.
[0270] <Step S1409> In step S1409, the MPU 41 executes a game setting value change process. In this game setting value change process, a process for controlling the display or non-display of the setting value or the change of the game setting value stored in the game information storage area 412d according to the operation on the setting value change operation unit 46 is executed. The details of the game setting value change process will be described later with reference to FIG. 35.
[0271] In addition, in this embodiment, although the game setting value change process is executed in the main process, it is also conceivable that it is executed only in the startup process that is started when the power is turned on, or between after the startup process and before the launch of the game balls starts. As a result, after the game is started by the player, the game setting value cannot be changed until the next power-on, so it is possible to prevent the game setting value from being changed during the business hours of the game hall.
[0272] <Step S1410> In Step S1410, the MPU 41 executes the specific performance information update process among the game information. In this embodiment, as the specific performance information, base information and the like are updated. The details of the specific performance information update process will be described later with reference to FIGS. 36 and 37.
[0273] <Step S1411> In Step S1411, the MPU 41 executes the display control process of the performance display monitor 43. In this display control process of the performance display monitor 43, a process of displaying the base information updated by the specific performance information update process in Step S1410 on the performance display monitor 43 is executed. The details of the display control process of the performance display monitor 43 will be described later with reference to FIGS. 38 to 41.
[0274] <Step S1412> In step S1412, the MPU 41 determines whether the timing to execute the next main process has arrived, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes), the MPU 41 proceeds to step S1401 and executes the processes from step S1401 onward. On the other hand, if the MPU 41 determines that the timing to execute the next main process has not arrived (step S1412: No), the MPU 41 repeatedly executes steps S1413 and S1414 until the timing to execute the next main process arrives, i.e., for the remaining time until the timing to execute the next main process arrives, until the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes).
[0275] <Step S1413> In step S1413, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal win random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal win random number initial value counter CIN2, and clears the counter values to 0 when the counter values reach their maximum values.
[0276] <Step S1414> In step S1414, the MPU 41 updates the special map variation type counter CS1 and the regular map variation type counter CS2. Specifically, the counter values of the special map variation type counter CS1 and the regular map variation type counter CS2 are incremented by 1, and when the counter values reach their maximum values, the counter values are cleared to 0. After updating the special map variation type counter CS1 and the regular map variation type counter CS2, the MPU 41 returns the process to step S1412.
[0277] [General game control processing] Here, FIG. 22 is a flowchart showing an example of the procedure of the general symbol game control process executed in step S1404 in the main process of FIG. 21. In the general symbol game control process, processes such as controlling the variable display and stop display of the general symbols on the general symbol display unit 361 of the main display unit 36 are executed. Hereinafter, the general symbol game control process will be described with reference to FIG. 22.
[0278] <Step S1501> As shown in FIG. 22, in the general symbol game control process, first, the MPU 41 determines whether or not a general symbol variable display in-progress flag indicating that the general symbols are in variable display (during the execution of the general symbol game) is on (step S1501). The general symbol variable display in-progress flag is set on in step S1711 when the variable display of the general symbols (general symbol game) is started in the general symbol variable start process of FIG. 24 described later, and is set off in step S1510 in this general symbol game control process when the general symbols are in stop display (the general symbol game ends).
[0279] When the general symbol variable display in-progress flag is on (step S1501: Yes), that is, when the general symbol game is being executed, the MPU 41 transfers the process to step S1507. On the other hand, when the general symbol variable display in-progress flag is off (step S1501: No), that is, when the general symbol game is not being executed, the MPU 41 transfers the process to step S1502.
[0280] <Step S1502> When the general symbol variable display in-progress flag is off (step S1501: No), that is, when the general symbol game is not being executed, the MPU 41 determines whether or not an electric accessory open flag indicating that the electric accessory 315b is open (during the execution of the general symbol hit game) is on (step S1502). The electric accessory open flag is set on in step S1811 when the electric accessory 315b is opened in the general symbol hit game control process of FIG. 25 described later, and is set off in step S1818 when the electric accessory 315b is closed.
[0281] When the electrically-driven accessory release flag is ON (step S1502: Yes), that is, when the game per general pattern is being executed, the MPU 41 ends the general pattern game control process. On the other hand, when the electrically-driven accessory release flag is OFF (step S1502: No), that is, when the game per general pattern is not being executed, the process proceeds to step S1503.
[0282] <Step S1503> When the electrically-driven accessory release flag is OFF (step S1502: No), that is, when the game per general pattern is not being executed, the MPU 41 determines whether the jackpot game in progress flag indicating that the jackpot game is being executed is ON (step S1503). The jackpot game in progress flag is set ON in step S2206 when the jackpot game is started and set OFF in step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.
[0283] When the jackpot game in progress flag is ON (step S1503: Yes), that is, when the jackpot game is being executed, the MPU 41 ends the general pattern game control process. That is, in the present embodiment, the general pattern game is not started during the execution of the jackpot game.
[0284] Of course, normal game play may be started during the execution of a jackpot game. In this case, the win / loss determination for the normal game lottery is performed based on the win / loss information (the values of the normal game win random number counter C4, the normal game win type random number counter C5, and the normal game change type counter CS2) moved from the normal game first reserve area SE1 in the normal game reserve storage area 412c to the normal game execution area SAE according to the type of support mode (high-frequency support mode or low-frequency support mode) before the jackpot game started, i.e., according to the game state before the transition to the jackpot game state. In other words, if the game state before the jackpot game is executed is a high-frequency support mode, which is a probability game state or a time-limited game state, the normal game lottery (normal game win or loss), normal game win type (long-open normal game win or short-open normal game win), and normal game change display time are set based on the normal game win / loss table (see FIG. 12(B)), normal game win type table (see FIG. 12(D)), and normal game change table (not shown) for the high-frequency support mode. On the other hand, if the game state before the jackpot game is executed is the normal game state which is the low frequency support mode, the normal jackpot lottery (normal jackpot win or miss), normal jackpot type (long opening normal jackpot or short opening normal jackpot), and normal jackpot variation display time are set based on the normal jackpot win / lose table (see Figure 12(A)), normal jackpot type table (see Figure 12(C)), and normal jackpot variation table (not shown) for the low frequency support mode.
[0285] On the other hand, if the jackpot game in progress flag is off (step S1503: No), that is, if the jackpot game is not being executed, the MPU 41 shifts the process to step S1504.
[0286] <Step S1504> If the electric accessory opening flag is off (step S1503: No), that is, if a normal winning game is not being executed, the MPU 41 determines whether the normal variable reserve number X stored in the normal variable reserve number memory area SNA set in the normal reserve storage area 412c of the RAM 412 is 0 (step S1504). If the normal variable reserve number X is 0 (step S1504: Yes), the MPU 41 ends the normal game control process, and if the normal variable reserve number X is not 0 (step S1504: No), the process proceeds to step S1505.
[0287] <Step S1505> If the number of reserved general map changes X is not 0 (step S1504: No), the MPU 41 executes the general map data setting process for the general map correctness information stored in the reserved general map storage area 412c (step S1505), and the process proceeds to step S1506. Details of the general map data setting process will be described later with reference to FIG.
[0288] <Step S1506> In step S1506, the MPU 41 executes a normal symbol variation start process to cause the normal symbol display unit 361 of the main display unit 36 to execute a normal symbol variation display based on the information stored in the normal symbol reserve storage area 412c, and ends the normal symbol game control process. Details of the normal symbol variation start process will be described later with reference to FIG.
[0289] <Step S1507> If the normal map variable display flag is on (step S1501: Yes), that is, if a normal map game is being played, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being played, is on (step S1507). The jackpot game in progress flag is set to on in step S2206 when a jackpot game starts in the jackpot game control process of FIG. 29 described later, and is set to off in step S2252 when the jackpot game ends.
[0290] If the jackpot game in progress flag is on (step S1507: Yes), i.e., if a jackpot game is being executed, the MPU 41 shifts the process to step S1509. On the other hand, if the jackpot game in progress flag is off (step S1507: No), i.e., if a jackpot game is not being executed, the MPU 41 shifts the process to step S1508.
[0291] <Step S1508> If the jackpot game in progress flag is off (step S1507: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether the normal symbol variable display time has elapsed since the start of the normal symbol variable display (step S1508). That is, the MPU 41 determines whether it is time to stop displaying the normal symbol variable displayed in the normal symbol display section 361 of the main display unit 36 (end the normal symbol game).
[0292] If the normal symbol variable display time has elapsed (step S1508: Yes), that is, if it is time to stop the normal symbol displayed in the normal symbol display section 361 of the main display unit 36 (to end the normal symbol game), the MPU 41 proceeds to step S1509. On the other hand, if the normal symbol variable display time has not elapsed (step S1508: No), that is, if it is not time to stop the normal symbol displayed in the normal symbol display section 361 of the main display unit 36 (to end the normal symbol game), the MPU 41 ends the normal symbol game control process.
[0293] <Steps S1509 to S1511> When the normal symbol variable display flag is on (step S1501: Yes) and the jackpot game flag is on (step S1507: Yes), that is, when a jackpot game starts during normal symbol game play, or when the normal symbol variable display time of the normal symbol has elapsed (step S1508: Yes), that is, when it is time to stop displaying the variable displayed normal symbol (end normal symbol game), the MPU 41 stops displaying the normal symbol on the symbol corresponding to the result of the normal symbol winning lottery corresponding to the normal symbol game (step S1509), and sets the normal symbol variable display flag indicating that the normal symbol is being displayed (normal symbol game is being executed) to OFF (step S1510). Furthermore, the MPU 41 sets the normal symbol variable stop display flag indicating that the normal symbol has been stopped and displayed, that is, the normal symbol game has ended, to ON (step S1511), and ends the normal symbol game control process.
[0294] The normal map fluctuation stop display flag is referenced in step S1801 of the normal map winning game control processing in Figure 25 described below to determine whether it is the timing to start the normal map winning game (open the electric device 315b).
[0295] Furthermore, in this embodiment, the timing for stopping the display of the variable-displayed normal symbols (ending the normal symbol game) is not limited to when the normal symbol variable display time of the normal symbol has elapsed, but if a jackpot game is started during the execution of the normal symbol game, the variable-displayed normal symbols are stopped (the normal symbol game is ended). In other words, when a jackpot game is started, the normal symbol game is forcibly ended before the normal symbol variable display time of the normal symbol has elapsed. Of course, the normal symbol game may be continued until the normal symbol variable display time of the normal symbol has elapsed even when a jackpot game is started.
[0296] [General map data setting process] Here, FIG. 23 is a flowchart showing an example of the procedure of the general drawing data setting process executed by the MPU 41 in step S1505 of FIG. 22. In the general drawing data setting process, the stored content of the general drawing hold storage area 412c in the storage area of the main control device 4 in FIG. 11 is updated. Hereinafter, the general drawing data setting process will be described with reference to FIG. 23.
[0297] <Steps S1601 to S1603> As shown in FIG. 23, in the general drawing data setting process, first, the MPU 41 subtracts 1 from the general drawing change hold number X stored in the general drawing change hold number storage area SNA (step S1601), and moves the general drawing pass / fail information from the general drawing first hold area SE1 to the general drawing execution area SAE (step S1602). Subsequently, the MPU 41 shifts the general drawing pass / fail information stored in the general drawing second hold area SE2 to the general drawing fourth hold area SE4 one by one (step S1603). Specifically, in step S1603, the general drawing pass / fail information in the general drawing second hold area SE2 is moved to the general drawing first hold area SE1, the general drawing pass / fail information in the general drawing third hold area SE3 is moved to the general drawing second hold area SE2, and the general drawing pass / fail information in the general drawing fourth hold area SE4 is moved to the general drawing third hold area SE3.
[0298] [General drawing change start process] Here, FIG. 24 is a flowchart showing an example of the procedure of the general drawing change start process executed by the MPU 41 in step S1506 of FIG. 22. In the general drawing change start process, the variable display of the normal symbol on the normal symbol display unit 361 is started, and various commands and flags are set based on the lottery result in the general drawing lottery per hit. Hereinafter, the general drawing change start process will be described with reference to FIG. 24.
[0299] <Step S1701> As shown in FIG. 24, in the general pattern variation start process, the MPU 41 determines whether or not a high-frequency support mode flag indicating that it is in the high-frequency support mode (certain-variable game state or time-saving game state) is on (step S1701). The high-frequency support mode flag is set on in step S2313 of FIG. 34 when the jackpot game ends in the game state transition process described later, and is set off in step S2307 of FIG. 33 when the game state transitions from the certain-variable game state or time-saving game state to the certain-variable jackpot game state or normal jackpot game state, or in step S2326 of FIG. 34 when the game state transitions from the time-saving game state to the normal game state.
[0300] When the high-frequency support mode flag is on (step S1701: Yes), that is, when it is in the certain-variable game state or time-saving game state which is the high-frequency support mode, the MPU 41 transfers the process to step S1702. When the high-frequency support mode flag is off (step S1701: No), that is, when it is in the normal game state which is the low-frequency support mode, the MPU 41 transfers the process to step S1703.
[0301] <Steps S1702 and S1703> When it is in the certain-variable game state or time-saving game state which is the high-frequency support mode (step S1701: Yes), the MPU 41 performs a general pattern hit determination based on the high-frequency support mode (step S1702). Specifically, the MPU 41 determines whether or not the values of the normal hit random number counter C4 and the normal hit type random number counter C5 included as numerical information in the general pattern hit determination information stored in the general pattern execution area SAE of the general pattern reservation storage area 412c correspond to the values corresponding to the general pattern hits based on the high-frequency support mode general pattern hit determination table (see FIG. 12(B)) and the high-frequency support mode general pattern hit type distribution table (see FIG. 12(D)).
[0302] On the other hand, when it is in the normal game state which is the low-frequency support mode (step S1701: No), a winning or losing determination for each general pattern based on the low-frequency support mode is performed (step S1703). Specifically, the MPU 41 determines whether the normal winning random number counter C4 and the normal winning type random number counter C5 included as numerical information in the winning or losing information of the general pattern stored in the general pattern execution area SAE of the general pattern reservation storage area 412c correspond to the winning of each general pattern, based on the low-frequency support mode general pattern winning or losing table (see FIG. 12(A)) and the low-frequency support mode general pattern winning type distribution table (see FIG. 12(C)).
[0303] <Steps S1704 and S1705> When the MPU 41 performs a winning or losing determination for each general pattern (step S1702 or S1703), it determines whether the result of the winning or losing determination is a long-opening general pattern win in which the second winning port 315 is long-opened (step S1704). When the result of the winning or losing determination is a long-opening general pattern win (step S1704: Yes), the MPU 41 sets on the long-opening general pattern win flag indicating that the result of the winning or losing determination is a long-opening general pattern win (step S1705), and shifts the process to step S1708. On the other hand, when the result of the winning or losing determination is not a long-opening general pattern win (step S1704: No), the MPU 41 shifts the process to step S1706.
[0304] <Steps S1706 and S1707> When the result of the winning or losing determination is not a long-opening general pattern win (step S1704: No), the MPU 41 determines whether the result of the winning or losing determination is a short-opening general pattern win in which the second winning port 315 is short-opened (step S1706). When the result of the winning or losing determination is a short-opening general pattern win (step S1706: Yes), the MPU 41 sets on the short-opening general pattern win flag indicating that the result of the winning or losing determination is a short-opening general pattern win (step S1707), and shifts the process to step S1708. On the other hand, when the result of the winning or losing determination is not a short-opening general pattern win (step S1706: No), that is, when the result of the winning or losing determination is a miss, the MPU 41 shifts the process to step S1708.
[0305] <Steps S1708 and S1709> When the long-win common symbol flag is set to on (step S1705), when the short-win common symbol flag is set to on (step S1707), or when the result of the win / loss determination is off (step S1706: No), the MPU 41 executes a common symbol variation pattern setting process for setting a common symbol variation pattern, which is the variation display time of the common symbol in the common symbol display unit 361 of the main display unit 36 in the common symbol game, with reference to a common symbol variation display table (not shown). As described above, the common symbol variation display table (not shown) includes a high-frequency support mode common symbol variation table that is referred to when in the high-frequency support mode and a low-frequency support mode common symbol variation display table that is referred to when in the low-frequency support mode. Therefore, in this common symbol variation pattern setting process, the common symbol variation pattern is set based on the common symbol variation display table corresponding to the support mode type. Note that the high-frequency support mode common symbol variation display table is set such that the average time of the variation display time of the common symbol is shorter than that of the low-frequency support mode common symbol variation display table. Therefore, in the high-frequency support mode, the time during which the common symbol game is executed is shorter than in the low-frequency support mode.
[0306] Then, in addition to the common symbol variation pattern set in step S1708, the MPU 41 sets a common symbol variation pattern command for notifying the voice lamp control device 5 of the result of the win / loss determination (the result of the common symbol win lottery) in step S1702 or S1703 and the type of the support mode (the difference between the high-frequency support mode and the low-frequency support mode) (step S1709), and the process proceeds to step S1710.
[0307] The normal map variation pattern command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. In response to this, the voice lamp control device 5 causes the symbol display unit 341 and the like to perform an effect corresponding to the normal map game, such as an effect indicating that the normal map game is being played or an effect indicating the result of the normal map winning lottery, based on the normal map variation pattern command.
[0308] Furthermore, the normal map fluctuation pattern command is sufficient as long as it is a command that notifies at least the normal map fluctuation pattern to the voice lamp control device 5, and the result of the normal map winning lottery or the type of support mode does not necessarily have to be notified to the voice lamp control device 5 as a normal map fluctuation pattern command. For example, the result of the normal map winning lottery may be notified to the voice lamp control device 5 by setting a normal map winning lottery result command when a win / loss determination is made in step S1702 or S1703, and the type of support mode may be notified to the voice lamp control device 5 by setting a support mode type command that can identify the type of support mode after transition when transitioning to high frequency support mode or low frequency support mode.
[0309] <Steps S1710 and S1711> In step S1710, the MPU 41 starts the variable display of the normal symbol in the normal symbol display section 361 of the main display section 36 (step S1710). Then, the MPU 41 sets the normal symbol variable display flag, which indicates that the normal symbol is being variably displayed, that is, that a normal symbol game is being executed, to on (step S1711), and ends the normal symbol variable start process.
[0310] The flag indicating that the normal symbol is being changed is referenced in step S1501 of the normal symbol game control process in FIG. 22 to determine whether the normal symbol game is being played (the normal symbol is being changed and displayed).
[0311] [Regular game control processing] Here, FIG. 25 is a flowchart showing an example of the procedure of the general symbol winning game control process executed in step S1405 in the main process of FIG. 21. In the general symbol winning game control process, when the result of the general symbol winning lottery is a winning result, a process of switching between a permitted state that permits the entry of game balls into the second winning opening 315 by performing opening / closing control of the electric accessory 315b and a restricted state that restricts it is executed. Hereinafter, the general symbol winning game control process will be described with reference to FIG. 25.
[0312] <Step S1801> As shown in FIG. 25, in the general symbol winning game control process, first, the MPU 41 determines whether or not a general symbol variation stop display flag indicating that the normal symbol has stopped being displayed (the general symbol game has ended) is on (step S1801). That is, the MPU 41 determines whether it is a timing at which the general symbol winning game can be started. The general symbol variation stop display flag is set to on in step S1511 when the normal symbol stops being displayed in the general symbol game control process of FIG. 22.
[0313] When the general symbol variation stop display flag is on (step S1801: Yes), that is, when it is a timing at which the general symbol winning game can be started, the MPU 41 transfers the process to step S1802. On the other hand, when the general symbol variation stop display flag is off (step S1801: No), that is, when it is not a timing at which the general symbol winning game can be started, the MPU 41 transfers the process to step S1812.
[0314] <Step S1802> When the general symbol variation stop display flag is on (step S1801: Yes), that is, when it is a timing at which the general symbol winning game can be started, the MPU 41 determines whether or not a jackpot game in-progress flag indicating that the jackpot game is being executed is on (step S1802). The jackpot game in-progress flag is set to on in step S2206 when the jackpot game is started and set to off in step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.
[0315] When the jackpot game flag is on during the jackpot game (step S1802: Yes), that is, when the jackpot game is being executed, the MPU 41 ends the normal winning game control process. That is, in the present embodiment, when the jackpot game is forcibly ended when it is started, even if the result of the normal winning lottery for the normal pattern game is a normal win, the normal winning game is not started. That is, in the present embodiment, the normal winning game is not started during the execution of the jackpot game. Of course, a new normal pattern game may be started during the execution of the jackpot game.
[0316] On the other hand, when the jackpot game flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 shifts the process to step S1803.
[0317] <Step S1803> When the jackpot game flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the long-open normal win flag is set to on (step S1803). The long-open normal win flag is a flag indicating that the result of the normal winning lottery is a long-open normal win, and is set to on in step S1705 of the normal pattern variation start process in FIG. 24 when the result of the normal winning lottery is a long-open normal win. That is, the MPU 41 determines whether the result of the normal winning lottery for the ended normal pattern game is a long-open normal win. When the long-open normal win flag is set to on (step S1803: Yes), the MPU 41 shifts the process to step S1804, and when the long-open normal win flag is set to off (step S1803: No), the MPU 41 shifts the process to step S1806.
[0318] <Steps S1804 and S1805> If the long-open normal winning flag is set to ON (step S1803: Yes), that is, if the result of the normal winning lottery for the completed normal game is a long-open normal winning, the MPU 41 sets a value corresponding to 6 seconds, which is the opening time of the electric device 315b in the long-open normal winning game (the time during which a game ball can enter the second winning slot 315), as the value of the opening time counter (step S1804). The opening time counter is referenced in step S1815 of the normal winning game control process to determine the return timing of the electric device 315b. Then, the MPU 41 sets the long-open normal winning flag to OFF (step S1805) and proceeds to step S1809.
[0319] <Step S1806> If the long-opening regular winning flag is set to OFF (step S1803: No), that is, if the result of the regular winning lottery for the completed regular game is not a long-opening regular winning, the MPU 41 determines whether the short-opening regular winning flag is set to ON (step S1806). The short-opening regular winning flag is a flag indicating that the result of the regular winning lottery is a short-opening regular winning, and if the result of the regular winning lottery is a short-opening regular winning, it is set to ON in step S1707 of the regular variation start processing in FIG. 24. That is, the MPU 41 determines whether the result of the regular winning lottery for the completed regular game is a short-opening regular winning. If the short-open regular winning flag is set to on (step S1806: Yes), MPU41 transfers processing to step S1807, and if the short-open regular winning flag is set to off (step S1806: No), that is, if the result of the regular winning lottery for the completed regular game is a loss, MPU41 transfers processing to step S1812.
[0320] <Steps S1807 and S1808> If the short-open normal winning flag is set to ON (step S1806: Yes), that is, if the result of the normal winning lottery for the completed normal game is a short-open normal winning, the MPU 41 sets a value corresponding to 0.1 seconds, which is the opening time of the electric accessory 315b in the short-open normal winning game (the time during which the game ball can enter the second winning port 315), as the value of the opening time counter (step S1807). Then, the MPU 41 sets the short-open normal winning flag to OFF (step S1808), and proceeds to step S1809.
[0321] <Steps S1809 to S1811> If the result of the regular winning lottery is a win and the flag indicating the type of regular winning (long opening regular winning flag or short opening regular winning flag) is set to OFF (step S1805 or S1808), the MPU 41 activates the electric device 315b (step S1809). This opens the second winning opening 315, and the MPU 41 enters an allowable state in which a game ball is permitted to enter the second winning opening 315. Then, the MPU 41 sets an electric device open command that notifies the sound lamp control device 5 that the electric device 315b has been opened (step S1810), and sets an electric device open flag indicating that the electric device 315b has been opened to ON (step S1811), and proceeds to step S1812.
[0322] The electric role release command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. As a result, the voice lamp control device 5 can start a performance that indicates that the electric role 315b is open to the symbol display unit 341, for example, based on the electric role release command.
[0323] <Step S1812> When executing a process such as releasing the electric accessory 315b when the result of the general symbol lottery per play is a winning result (Steps S1803 to S1811), or when both the long-release general symbol per play flag and the short-release general symbol per play flag are set to off (when the result of the general symbol lottery per play is a losing result) (both Steps S1803 and S1806 are No), the MPU 41 sets the general symbol variation stop display flag indicating that the normal symbol has stopped being displayed (the general symbol game has ended) to off (Step S1812), and ends the general symbol per play game control process.
[0324] <Step S1813> When the general symbol variation stop display flag is off (Step S1801: No), the MPU 41 determines whether the electric accessory release in progress flag, which is set to on when the electric accessory 315b is released in Step S1811 of the general symbol per play game control process, is set to on (Step S1813). That is, the MPU 41 determines whether the general symbol per play game is being executed. When the electric accessory release in progress flag is set to on (Step S1813: Yes), that is, when the general symbol per play game is being executed, the process proceeds to Step S1814. On the other hand, when the electric accessory release in progress flag is set to off (Step S1813: No), that is, when the general symbol per play game is not being executed, the general symbol per play game control process is ended.
[0325] <Steps S1814 and S1815> If the electric role device open flag is set to ON (step S1813: Yes), that is, if a normal winning game is being executed, the MPU 41 subtracts 1 from the value of the open time counter set in step S1804 or S1807 of the normal winning game control process (step S1814), and determines whether the value of the open time counter after the subtraction is 0 (step S1815). That is, the MPU 41 determines whether it is time to return the electric role device 315b. If the value of the open time counter after the subtraction is 0 (step S1815: Yes), that is, if it is time to return the electric role device 315b, the MPU 41 proceeds to step S1816. On the other hand, if the value of the open time counter after the subtraction is not 0 (step S1815: No), that is, if it is not time to return the electric role device 315b, the MPU 41 terminates the normal winning game control process.
[0326] <Steps S1816 to S1818> If the value of the opening time counter after subtraction is 0 (step S1815: Yes), that is, if it is time to return the electric role device 315b, the MPU 41 returns the electric role device 315b (step S1816). This closes the second winning opening 315, restricting the entry of game balls into the second winning opening 315. Then, the MPU 41 sets an electric role device closing command that notifies the sound lamp control device 5 that the electric role device 315b has been closed (step S1817), and sets the electric role device open flag, which indicates that the electric role device 315b is open, to OFF (step S1818), and ends the game control process for the normal winning combination.
[0327] The electric role closing command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. As a result, the voice lamp control device 5 can end the performance indicating that the electric role executed in the symbol display unit 341 or the like is open, based on the electric role closing command.
[0328] [Special game control processing] Here, Fig. 26 is a flowchart showing an example of the procedure of the special symbol game control process executed in step S1406 in the main process of Fig. 21. In the special symbol game control process, the memory contents of the special symbol reserve storage area 412b set in the RAM 412 of the main control device 4 are updated, and the progress of the first special symbol game or the second special symbol game, for example, the variable display and stationary display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363, are controlled. Hereinafter, the special symbol game control process will be described with reference to Fig. 26.
[0329] <Step S1901> 26, in step S1901, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being executed, is on. In the jackpot game control process in FIG. 29 described later, the jackpot game in progress flag is set to on in step S2206 when a jackpot game starts, and is set to off in step S2252 when the jackpot game ends.
[0330] If the jackpot game flag is on (step S1901: Yes), that is, if the jackpot game is being played, the MPU 41 ends the special symbol game control process. In other words, in this embodiment, if the jackpot game is being played, the special symbol game is not started. Of course, the special symbol game may be started while the jackpot game is being played.
[0331] On the other hand, if the jackpot game in progress flag is off (step S1901: No), that is, if the jackpot game is not being executed, the MPU 41 shifts the process to step S1902.
[0332] <Step S1902> When the jackpot game flag is off during a jackpot game (step S1901: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the special figure variation display flag indicating that the first special figure or the second special figure is in the process of being variably displayed (during the execution of the first special figure game or the second special figure game) is on (step S1902). The special figure variation display flag is set to on in step S2107 when the variable display of the first special figure or the second special figure starts in the special figure variation start process shown in FIG. 28 described later, and is set to off in step S1909 when the first special figure or the second special figure stops being displayed in the special figure game control process.
[0333] When the special figure variation display flag is on (step S1902: Yes), that is, when the special figure is in the process of being variably displayed (during the execution of the special figure game), the MPU 41 transfers the process to step S1906. On the other hand, when the special figure variation display flag is off (step S1902: No), that is, when the special figure is not in the process of being variably displayed (during the execution of the special figure game) when the jackpot game is not being executed, the MPU 41 transfers the process to step S1903.
[0334] <Step S1903> When the special figure variation display flag is off (step S1902: No), that is, when the special figure is not in the process of being variably displayed (during the execution of the special figure game) when the jackpot game is not being executed, the MPU 41 determines whether both the first special figure reserved number N stored in the first special figure reserved number storage area NAA of the special figure reserved storage area 412b and the second special figure reserved number M stored in the second special figure reserved number storage area NAB are 0 (step S1903).
[0335] When both the first special drawing reserved number N and the second special drawing reserved number M are 0 (step S1903: Yes), that is, when there is no reservation of the right to execute the first special drawing game and no reservation of the right to execute the second special drawing game, the MPU 41 ends the special drawing game control process. On the other hand, when either the first special drawing reserved number N or the second special drawing reserved number M is not 0 (step S1903: No), that is, when there is at least one of the reservation of the right to execute the first special drawing game and the reservation of the right to execute the second special drawing game, the process proceeds to step S1904.
[0336] <Step S19,04> When either the first special drawing reserved number N or the second special drawing reserved number M is not 0 (step S1903: No), that is, when there is at least one of the reservation of the right to execute the first special drawing game and the reservation of the right to execute the second special drawing game, the MPU 41 executes a special drawing data setting process for the data (special drawing data) of the special drawing pass / fail information stored in the special drawing reserved storage area 412b (step S1904), and the process proceeds to step S1905. The details of the special drawing data setting process will be described later with reference to FIG. 27.
[0337] <Step S19,05> In step S1905, the MPU 41 executes a special drawing variation start process for starting the variation display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363 (executing the first special drawing game or the second special drawing game), and ends the special drawing game control process. The details of the special drawing variation start process will be described later with reference to FIG. 28.
[0338] <Step S19,06> When the special figure change display flag is on (step S1902: Yes), that is, when the first special symbol or the second special symbol is in the change display (during the execution of the special figure game), the MPU 41 determines whether the special figure change display time set in the special figure change pattern setting process of step S2104 in the special figure change start process of FIG. 28 described later has elapsed since the start of the change display of the first special symbol or the second special figure game (step S1906). That is, the MPU 41 determines whether it is the timing to stop the display of the special symbol in the change display and end the special figure game.
[0339] When the special figure change display time has elapsed since the start of the change display of the first special symbol or the second special symbol (step S1906: Yes), that is, when it is the timing to stop the display of the special symbol in the change display and end the special figure game, the process proceeds to step S1907. On the other hand, when the change display time has not elapsed since the start of the change display of the first special symbol or the second special symbol (step S1906: No), that is, when it is not the timing to stop the display of the special symbol in the change display and end the special figure game, the special figure game control process ends.
[0340] <Steps S1907 - S1909> When the change display time has elapsed since the start of the change display of the first special symbol or the second special symbol (step S1906: Yes), that is, when it is the timing to stop the display of the special symbol in the change display and end the special figure game, the MPU 41 stops the display of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 in a manner corresponding to the result of the big hit lottery for the special figure game (step S1907). Then, the MPU 41 sets the special figure change stop flag indicating that the first special symbol or the second special symbol has stopped displaying to on (step S1908), sets the special figure change display flag indicating that the first special symbol or the second special symbol is in the change display (the special figure game is being executed) to off (step S1909), and ends the special figure game control process.
[0341] [Special Figure Data Setting Process] Here, FIG. 27 is a flowchart showing an example of the procedure of the special figure data setting process executed by the MPU 41 in step S1904 of FIG. 26. In the special figure data setting process, the stored content of the special figure hold storage area 412b set in the RAM 412 of the main control device 4 is updated. Hereinafter, the special figure data setting process will be described with reference to FIG. 27.
[0342] <Step S2001> As shown in FIG. 27, in step S2001, the MPU 41 determines whether the second special figure hold number M for the second special figure game is 0. When the second special figure hold number M is 0 (step S2001: Yes), that is, when there is no second special figure hold for the second special figure game and there is a first special figure hold for the first special figure game (see step S1903 in the special figure game control process of FIG. 26), the process proceeds to step S2002. On the other hand, when the second special figure hold number M is not 0 (step S2001: No), that is, when there is a second special figure hold for the second special figure game, the process proceeds to step S2005. That is, by determining whether the second special figure hold number M for the second special figure game is 0, the MPU 41 starts the second special figure game prior to the first special figure game.
[0343] In this embodiment, the second special figure game is started prior to the first special figure game. However, the first special figure game may be started prior to the second special figure game. Also, the special figure game may be started in the order of entry (hold order) of the game balls into the first winning opening 314 or the second winning opening 315, and either the first special figure game or the second special figure game may be executed. Further, without providing a priority order for starting the first special figure game and the second special figure game, the first special figure game and the second special figure game may be executed independently of each other, and the first special figure game and the second special figure game may be executed simultaneously (so-called simultaneous variation of special figures).
[0344] <Steps S2002 to S2004> When the second special figure reservation number M is 0 (step S2001: Yes), the MPU 41 subtracts 1 from the first special figure reservation number N stored in the first special figure reservation number storage area NAA of the first special figure reservation storage area REA (step S2002), and moves the special figure validity information from the first reservation area REA1 of the first special figure reservation storage area REA to the special figure execution area AE (step S2003). Subsequently, the MPU 41 shifts the special figure validity information of the second reservation area REA2 to the fourth reservation area REA4 of the first special figure reservation storage area REA one by one (step S2004). Specifically, in step S2004, the special figure validity information of the second reservation area REA2 of the first special figure reservation storage area REA is moved to the first reservation area REA1, the special figure validity information of the third reservation area REA3 is moved to the second reservation area REA2, and the special figure validity information of the fourth reservation area REA4 is moved to the third reservation area REA3. When the process of step S2004 ends, the MPU 41 transfers the process to step S2008.
[0345] <Steps S2005 - S2007> When the second special figure reservation number M is not 0 (step S2001: No), the MPU 41 subtracts 1 from the second special figure reservation number M stored in the second special figure reservation number storage area NAB of the second special figure reservation storage area REB (step S2005), and moves the special figure validity information from the first reservation area REB1 of the second special figure reservation storage area REB to the special figure execution area AE (step S2006). Subsequently, the MPU 41 shifts the special figure validity information of the second reservation area REB2 to the fourth reservation area REB4 of the second special figure reservation storage area REB one by one (step S2007). Specifically, in step S2007, the special figure validity information of the second reservation area REB2 is moved to the first reservation area REB1, the special figure validity information of the third reservation area REB3 is moved to the second reservation area REB2, and the special figure validity information of the fourth reservation area REB4 is moved to the third reservation area REB3. When the process of step S2007 ends, the MPU 41 transfers the process to step S2008.
[0346] <Step S2008> In step S2008, the MPU 41 sets in the RAM 412 a special drawing shift command indicating that the special drawing pass / fail information in the first to fourth reserved areas REA1 to REA4 of the first special drawing reserved storage area REA or the first to fourth reserved areas REB1 to REB4 of the second special drawing reserved storage area REB has shifted, and ends the special drawing data setting process. This special drawing shift command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can change the number of reserved displays corresponding to the first special drawing reservation or the second special drawing reservation displayed on the symbol display unit 341 based on the special drawing shift command.
[0347] [Special Drawing Variation Start Process] Here, FIG. 28 is a flowchart showing an example of the procedure of the special drawing variation start process executed by the MPU 41 in step S1905 of FIG. 26. In the special drawing variation start process, the first special game or the second special drawing game (special drawing game) is started by the start of the variation display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363, and various processes associated with the start of the special drawing game are executed. Hereinafter, the special drawing variation start process will be described with reference to FIG. 28.
[0348] <Step S2101> As shown in FIG. 28, in step S2101, the MPU 41 determines whether the game state is a probability-variable game state in the high probability mode. Whether it is in the high probability mode is determined by whether a probability-variable game state flag indicating that the game state is a probability-variable game state in the high probability mode is set to on. The probability-variable game state flag is set to on when the game state is shifted from the probability-variable big win game state to the probability-variable game state in step S2317 of FIG. 34 in the game state transition process described later, and is set to off when the game state is shifted from the probability-variable game state to the probability-variable big win game state or the normal big win game state in step S2309 of FIG. 33.
[0349] When the gaming state is a probability-variable gaming state in the high-probability mode (step S2101: Yes), the MPU 41 proceeds with the process to step S2102. When the gaming state is not a probability-variable gaming state in the high-probability mode (step S2101: No), that is, when the gaming state is a short-game state or a normal gaming state in the low-probability mode, the MPU 41 proceeds with the process to step S2103.
[0350] <Steps S2102 and S2103> When the gaming state is a probability-variable gaming state in the high-probability mode (step S2101: Yes), the MPU 41 reads out a high-probability mode pass / fail table (see FIG. 9(B)) that is stored according to the game setting value in step S2410 of the game setting value change process in FIG. 35 described later, and executes a pass / fail determination based on the high-probability mode pass / fail table (step S2102).
[0351] On the other hand, when the gaming state is not a probability-variable gaming state in the high-probability mode (step S2101: No), that is, when the gaming state is a short-game state or a normal gaming state in the low-probability mode, the MPU 41 reads out a low-probability mode pass / fail table (see FIG. 9(A)) that is stored according to the game setting value in step S2410 of the game setting value change process in FIG. 35 described later, and executes a pass / fail determination based on the low-probability mode pass / fail table (step S2103).
[0352] In steps S2102 and S2103, a pass / fail determination is executed based on the high-probability mode pass / fail table or the low-probability mode pass / fail table that is stored according to the game setting value in step S2410 of the game setting value change process in FIG. 35 described later. However, in steps S2102 and S2103, after reading out the game setting value stored in step S2408 in the game setting value change process in FIG. 35 described later, a pass / fail determination may be made by selecting one by one the high-probability mode pass / fail table or the low-probability mode pass / fail table corresponding to the game setting value.
[0353] <Step S2104> When a win / loss determination is made in step S2102 or S2103, the MPU 41 sets the variable display time of the first special pattern or the second special pattern in the first special pattern display section 362 or the second special pattern display section 363 of the main display section 36 during that special pattern game as the special pattern variable pattern (step S2104).
[0354] In addition, the variation display time of the first special pattern or the second special pattern (special pattern variation pattern) is set based on the special pattern variation type counter CS1 and the normal jackpot variation table (see Figure 10(A)) if the result of the hit / miss judgment in step S2102 or S2103 is a normal jackpot, and is set based on the special pattern variation type counter CS1 and the normal jackpot variation table (see Figure 10(B)) if the result of the hit / miss judgment in step S2102 or S2103 is a miss, and is set based on the special pattern variation type counter CS1 and the miss variation table (see Figure 10(C)).
[0355] <Step S2105> In step S2105, the MPU 41 sets in the RAM 412 a special symbol variation pattern command including the lottery result of the jackpot lottery for the special symbol game, which is the result of the win / loss determination in step S2102 or S2103, and the special symbol variation pattern set in step S2104, and proceeds to step S2106. The special symbol variation pattern command is transmitted to the voice lamp control device 5 in step S1401 of the next main processing (see FIG. 21) executed by the MPU 41. This allows the voice lamp control device 5 to execute a special symbol game presentation on the symbol display unit 341, etc., based on the special symbol variation pattern command.
[0356] As described above, when the result of the jackpot lottery is "normal jackpot", the MPU 41 sets any one of "A01" to "A03" with "A" indicating that it is a 5R normal jackpot in the special drawing variation patterns "01" to "03" as the special drawing variation pattern command in the RAM 412. Also, when the result of the jackpot lottery is "5R sure-win jackpot", the MPU 41 sets any one of "B01" to "B03" with "B" indicating that it is a 5R sure-win jackpot in the special drawing variation patterns "01" to "03" as the special drawing variation pattern command in the RAM 412. Further, when the result of the jackpot lottery is "16R sure-win jackpot", the MPU 41 sets any one of "C01" to "C03" with "C" indicating that it is a 16R sure-win jackpot in the special drawing variation patterns "01" to "03" as the special drawing variation pattern command in the RAM 412. Also, when the result of the jackpot lottery is "miss", the MPU 41 sets any one of "D01" to "D08" with "D" indicating a miss in the special drawing variation patterns "01" to "08" as the special drawing variation pattern command in the RAM 412. Also, when the result of the jackpot lottery is "miss", the MPU 41 includes information indicating the miss type (front-back miss reach, reach other than front-back miss, complete miss) in the special drawing variation pattern command.
[0357] <Step S2106> In step S2106, the MPU 41 starts the special drawing game by starting the variation display of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36, and transfers the process to step S2107.
[0358] Note that when the MPU 41 starts the variation display of the special symbol, it adds 1 to the "cumulative jackpot lottery count" stored in the game information storage area 412d set in the RAM 412. Further, when the result of the win / loss determination based on the low-probability mode win / loss table in step S2103 is a miss, the MPU 41 adds 1 to the "consecutive miss count" stored in the game information storage area 412d, and clears the "consecutive miss count" to 0 when the win / loss result is a jackpot.
[0359] <Step S2107> In step S2107, the MPU 41 sets the special symbol variation display in-progress flag indicating that the special symbol is in the process of variable display (special symbol game is in progress) to ON, and transfers the process to step S2108. The special symbol variation display in-progress flag is referred to in step S1902 in the special symbol game control process of FIG. 26 to determine whether the special symbol is in variable display (special symbol game is in progress) in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36.
[0360] <Step S2108> In step S2108, the MPU 41 sets the special symbol variation stop flag indicating that the special symbol has stopped varying (special symbol game has ended) to OFF, and transfers the process to step S2109. The special symbol variation stop flag is set to ON when the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 stops displaying in step S1908 in the special symbol game control process of FIG. 26, and is referred to in step S2202 of the jackpot game control process of FIG. 29 described later to determine whether it is the timing to start the jackpot game.
[0361] <Step S2109> In step S2109, the MPU 41 determines whether the short-time game state flag indicating that it is in the short-time game state (low probability mode and high frequency support mode) is ON. The short-time game state flag is set to ON when the normal jackpot game ends in step S2321 of FIG. 34 in the game state transition process described later, and is set to OFF when the game state transitions from the short-time game state to the jackpot game state or the normal game state in step S2310 of FIG. 33 or step S2325 of FIG. 34.
[0362] When the short-time game state flag is ON (step S2109: Yes), that is, when it is in the short-time game state, the MPU 41 transfers the process to step S2110. On the other hand, when the short-time game state flag is OFF (step S2109: Yes), that is, when it is not in the short-time game state, the special symbol variation start process ends.
[0363] <Step S2110> When the short-time game state flag is on (Step S2109: Yes), that is, when in the short-time game state, the MPU 41 subtracts 1 from the value of the short-time count counter indicating the remaining number of special figure games executable in the short-time game state (Step S2110), and ends the special figure variation start process. Note that the short-time count counter is set in Step S2320 in the game state transition process of FIG. 34 described later when the game state transitions from the big win game state to the short-time game state.
[0364] In this embodiment, the short-time count counter is set when the game state transitions from the big win game state to the short-time game state. However, the short-time count counter may also be set when the game state transitions from the big win game state to the certain probability game state. That is, by setting the maximum number of special figure times executed in the certain probability game state to a finite number, the gaming machine 10 can also be configured as a so-called ST machine.
[0365] Also, when the normal big win game executed based on the lottery result in the big win lottery ends, the gaming machine 10 can be set to transition to the normal game state without transitioning from the big win game state to the short-time game state. In this case, the short-time count counter is not set after the end of the normal big win game.
[0366] [Big Win Game Control Process] Here, FIGS. 29 to 32 are flowcharts showing an example of the procedure of the big win game control process executed in Step S1407 in the main process of FIG. 21. In the big win game control process, processes for controlling the progress of the big win game such as the opening and closing control of the opening and closing door 319 provided in the variable winning opening 316 are executed. Hereinafter, the big win game control process will be described with reference to FIGS. 29 to 32.
[0367] <Step S2201> As shown in FIG. 29, in step S2201, the MPU 41 determines whether a jackpot game in - progress flag indicating that a jackpot game is being executed is on. The jackpot game in - progress flag is set on in step S2206 of the jackpot game control process when starting a jackpot game, and is set off in step S2252 of the jackpot game control process when ending a jackpot game.
[0368] When the jackpot game in - progress flag is on (step S2201: Yes), that is, when a jackpot game is being executed, the MPU 41 transfers the process to step S2211. On the other hand, when the jackpot game in - progress flag is off (step S2201: No), that is, when a jackpot game is not being executed, the MPU 41 transfers the process to step S2202.
[0369] <Step S2202> When the jackpot game in - progress flag is off (step S2201: No), that is, when a jackpot game is not being executed, the MPU 41 determines whether a special symbol variation stop flag indicating that the special symbol has stopped being displayed is on. The special symbol variation stop flag is set on in step S1908 of the special symbol game control process in FIG. 26 when the special symbol stops being displayed, and is set off in step S2108 of the special symbol variation start process in FIG. 28 when the variation display of the special symbol is started. That is, the MPU 41 determines whether the special symbol game started when a jackpot game was not being executed has ended, thereby determining whether it is a timing when a jackpot game can be started.
[0370] When the special symbol variation stop flag is on (step S2202: Yes), that is, when a jackpot game can be started because the special symbol has stopped being displayed, the MPU 41 transfers the process to step S2203. On the other hand, when the special symbol variation stop flag is off (step S2202: No), that is, when a jackpot game cannot be started because the special symbol is in variation display, the jackpot game control process ends.
[0371] In addition, in this embodiment, when the special symbol is in variable display (during the execution of the special figure game), the jackpot game is not started (executed), but it may be possible to start (execute) the jackpot game while the special symbol is in variable display (during the execution of the special figure game). For example, the jackpot game may be started (executed) during the variable display of the first special figure, and conversely, the jackpot game may be started (executed) during the variable display of the second special figure. Specifically, as described above, by making it possible to change to the simultaneous variation of the first special figure and the second special figure, the second special figure game is executed during the execution of the jackpot game for the first special figure game, and the first special figure game is executed during the execution of the jackpot game for the second special figure game. Further, the jackpot game for the first special figure game and the jackpot game for the second special figure game may be executed simultaneously, or when the start condition of the other jackpot game is satisfied during the execution of one of the jackpot games for the first special figure game and the jackpot game for the second special figure game, the other jackpot game may be started after the end of one jackpot game.
[0372] <Step S2203> When the special figure variation stop flag is on (Step S2202: Yes), that is, when the special symbol is stopped and displayed, the MPU 41 determines whether the result of the jackpot lottery for the special figure game in which the special symbol is stopped and displayed is a jackpot. Whether the result of the jackpot lottery for the special figure game in which the special symbol is stopped and displayed is a jackpot is determined based on, for example, the special figure win / loss information for the jackpot lottery stored in the special figure execution area AE of the special figure hold storage area 412b set in the RAM 41.
[0373] When the result of the jackpot lottery for the special figure game in which the special symbol is stopped and displayed is a jackpot (Step S2203: Yes), the MPU 41 transfers the process to Step S2204. On the other hand, when the result of the jackpot lottery for the special figure game in which the special symbol is stopped and displayed is not a jackpot (Step S2203: No), that is, when the result of the jackpot lottery is a miss, the jackpot game control process is terminated.
[0374] <Step S2204> If the result of the jackpot lottery for the special symbol game in which the special symbol is stopped and displayed is a jackpot (step S2203: Yes), the MPU 41 sets a jackpot game start command that notifies the sound lamp control device 5 of the start of the jackpot game and the type of jackpot game (probability variable jackpot game or normal jackpot game) (step S2204), and proceeds to step S2205. The jackpot game start command is transmitted to the sound lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. This allows the sound lamp control device 5 to execute a jackpot game presentation according to the type of jackpot game based on the jackpot game start command.
[0375] <Step S2205> In step S2205, the MPU 41 sets a jackpot game start flag, which indicates that a jackpot game is to be started, to ON, and proceeds to step S2206. The jackpot game start flag is referenced when determining whether to transition the game state to a variable jackpot game state or a normal jackpot game state in step S2301 of the game state transition process in FIG. 33, which will be described later.
[0376] <Step S2206> In step S2206, the MPU 41 sets a jackpot game in progress flag, which indicates that a jackpot game is being executed, to ON, and proceeds to step S2207. The jackpot game in progress flag is referenced in step S2201 of the jackpot game control processing, as well as in step S1503 of the regular game control processing in FIG. 22 and step S1901 of the special game control processing in FIG. 26, in order to determine whether a jackpot game is being executed.
[0377] <Step S2207> In step S2207, the MPU 41 sets a round number counter indicating the remaining number of rounds to be played in the open / close execution mode, and proceeds to step S2208. Specifically, the MPU 41 sets the round number counter to "5" when the result of the jackpot lottery is a 5R probability variable jackpot or a 5R normal jackpot, and sets the round number counter to "16" when the result of the jackpot lottery is a 16R probability variable jackpot.
[0378] <Step S2208> In step S2208, the MPU 41 sets an opening start command to notify the voice and lamp control device 5 that the opening of the jackpot game will begin, and proceeds to step S2209. The opening start command is transmitted to the voice and lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. This allows the voice and lamp control device 5 to start an opening effect in the symbol display unit 341, etc., based on the opening start command.
[0379] <Step S2209> In step S2209, the MPU 41 sets an opening time counter that indicates the remaining time of the opening, and proceeds to step S2210. The opening time counter is referenced in step S2213 of the jackpot game control process in FIG. 30 to determine whether it is time to end the opening.
[0380] <Step S2210> In step S2210, the MPU 41 sets an opening flag indicating that the opening is being executed to ON, and ends the jackpot game control process. The opening flag is referenced in step S2211 in the jackpot game control process to determine whether the opening is being executed.
[0381] <Step S2211> When the jackpot game flag is on (step S2201: Yes), that is, when the jackpot game is being executed, the MPU 41 determines whether the opening flag indicating that the opening is being executed is on (step S2211).
[0382] When the opening flag is on (step S2211: Yes), that is, when the opening is being executed, the MPU 41 transfers the process to step S2212 in FIG. 30. On the other hand, when the opening flag is off (step S2211: No), that is, when the opening is not being executed, the process is transferred to step S2222.
[0383] <Steps S2212 and S2213> When the opening flag is on (step S2211: Yes), that is, when the opening is being executed, as shown in FIG. 30, the MPU 41 subtracts 1 from the value of the opening time counter indicating the remaining time of the opening (step S2212), and determines whether the value of the opening time counter after the subtraction is 0 (step S2213). That is, the MPU 41 determines whether it is the timing to end the opening.
[0384] When the value of the opening time counter after the subtraction is 0 (step S2213: Yes), that is, when it is the timing to end the opening, the MPU 41 transfers the process to step S2214. On the other hand, when the value of the opening time counter after the subtraction is not 0 (step S2213: No), that is, when it is not the timing to end the opening, the jackpot game control process is ended.
[0385] <Steps S2214 and S2215> When the value of the opening time counter after subtraction is 0 (step S2213: Yes), that is, when it is the timing to end the opening, the MPU 41 sets an opening end command to notify the voice lamp control device 5 that the opening of the big hit game has ended (step S2214). The opening end command is transmitted to the voice lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can end the opening effect executed in the symbol display unit 341 and the like based on the opening end command.
[0386] Then, the MPU 41 sets the opening flag indicating that the opening is being executed to OFF (step S2215), and the process proceeds to step S2216.
[0387] <Step S2216> In step S2216, the MPU 41 sets an opening / closing execution mode start command to notify the voice lamp control device 5 that the opening / closing execution mode in which a plurality of rounds (5 times or 16 times) of round games are executed is started, and the process proceeds to step S2117. The opening / closing execution mode start command is transmitted to the voice lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can start the opening / closing execution mode effect executed in the symbol display unit 341 and the like based on the opening / closing execution mode start command.
[0388] <Step S2217> In step S2217, the MPU 41 sets a round game start command for notifying the voice lamp control device 5 that the round game has started, and transfers the process to step S2218. The round game start command is transmitted to the voice lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can start a round game effect corresponding to each round game including the round number display and the like on the symbol display unit 341 and the like based on the round game start command.
[0389] In addition, in the present embodiment, although the round game effect is executed individually in each round game, the round game effect may execute a series of one effect in the open / close execution mode and display the round number of the round game in each round game. In this case, the interval effect may not be executed between round games, or an effect of displaying the round number of the next round game to be executed as the interval effect may be executed.
[0390] <Steps S2218 and S2219> In step S2218, the MPU 41 subtracts 1 from the round number counter indicating the remaining number of round games in the open / close execution mode, and further opens the variable winning port 316 by operating the open / cl...
Claims
【Claim 1】 Transition determination means capable of performing a transition determination as to whether to shift to a game state in which a game advantageous to the player is executed based on the establishment of a determination condition; Predetermined winning means capable of establishing the determination condition based on the entry of a game ball; Result notification information display means for displaying result notification information for notifying the result of the transition determination by the transition determination means; Display means provided corresponding to the game board for displaying the result notification information; Launching means capable of launching game balls toward the game board at a predetermined interval when a predetermined game operation is performed; A gaming machine comprising: The predetermined winning means includes: First winning means; Second winning means different from the first winning means, capable of switching between a permitted state in which entry of a game ball is permitted and a restricted state in which entry of a game ball is restricted; The result notification information includes: First result notification information that can be displayed after a lapse of a predetermined period on the condition of entry of a game ball into the first winning means; Second result notification information that can be displayed after a lapse of a specific period on the condition of entry of a game ball into the second winning means; This gaming machine is configured to: Be able to display a predetermined display image in which a predetermined symbol fluctuates and is displayed on the display means until the result of the transition determination by the transition determination means is notified; Be configured to be able to display a predetermined effect image on the display means during the display of the predetermined display image; Retention number information image display means capable of displaying a retention number information image indicating the entry in a retention state in which at least a game ball has entered the first winning means but the transition determination has not yet been executed up to a predetermined upper limit number; Suggestion information image display means which is an information image that can be displayed in any one of a plurality of types of display modes corresponding to the entry of a game ball into the first winning means, and can display a predetermined suggestion information image different from the retention number information image at least in a plurality of the predetermined periods executed continuously; Specific allowable state generation means capable of generating a specific allowable state which is the long-term allowable state in which a plurality of predetermined numbers of game balls can be launched toward the game board by performing the predetermined game operation based on the establishment of a specific condition; Comprising: This gaming machine is configured to: Execute the execution of the predetermined specific period for the entry of a game ball into the second winning means with priority over the execution of the predetermined period for the entry of a game ball into the first winning means in the retention state; During the specific period that is executed when a game ball enters the second winning means in the specific allowable state during the execution of the display of the predetermined suggestion information image, a specific display image different from the predetermined display image and the predetermined effect image can be displayed on the display means, and at least while the specific display image is being displayed, the predetermined suggestion information image can be displayed together with the specific display image. When a predetermined game ball enters the second winning means when the specific allowable state is not generated, the specific display image can be configured not to be displayed and the predetermined suggestion information image can be configured to be displayed. The predetermined suggestion information image can be configured to be displayed in at least a first display mode and a second display mode different from the first display mode as the plurality of types of display modes. This gaming machine In the specific period that is executed after a specific said predetermined period, in the specific predetermined period, it is configured to be able to maintain the first display mode displayed in the specific predetermined period and display the predetermined suggestion information image together with the specific display image. This gaming machine When the specific display image is displayed on the display means in the specific period, the predetermined suggestion information image is configured to be displayed by a predetermined numerical display. This gaming machine The display means is provided with a display area capable of displaying the result notification information. A gaming machine characterized in that the predetermined suggestion information image is displayed on an end side of a predetermined display surface outside the display area, and the back side of the predetermined suggestion information image is drawn so as to be unviewable.
Citation Information
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