gaming machines
The gaming machine uses a special image display with transparent covering and layered effects to create a novel and engaging gameplay experience by maintaining visibility of lottery results and avoiding misinterpretation of memory images.
Patent Information
- Application Number
- JP2019195459
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2019-10-28
- Publication Date
- 2025-10-06
- Estimated Expiration
- 2039-10-28
AI Technical Summary
There is a demand for innovative gaming machines that provide novel and engaging gameplay experiences.
The gaming machine employs a special image display mechanism that reveals a premium character image temporarily, covered by a transparent or semi-transparent layer, allowing multiple effects to be displayed in chronological order beneath the cover, while also featuring performance patterns and memory images at different layers to enhance player engagement.
This configuration provides a novel gaming experience by maintaining player interest through layered effects and imagery, enhancing the visibility of lottery results and preventing misinterpretation of memory images.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine for executing a game. [Background technology]
[0002] Patent Document 1 describes a configuration for displaying an image whose color has been changed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-54443 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, many similar gaming machines have been proposed, and there is a demand for innovative gaming machines.
[0005] Therefore, an object of the present invention is to provide a novel gaming machine. [Means for solving the problem]
[0006] The present invention employs the following solutions to solve the above-mentioned problems. Note that the solutions and the wording in parentheses below are merely examples, and the present invention is not limited thereto. The present invention can be an invention that includes at least one of the invention-specifying matters shown in the solutions below. Furthermore, each invention-specifying matter shown in the solutions below can be made into a subordinate concept by adding an element that limits the invention-specifying matter, or can be made into a superordinate concept by removing an element that limits the invention-specifying matter.
[0007] Solution 1: The gaming machine of this solution is a gaming machine that includes a special image display means that displays a special image at a predetermined trigger and hides the special image after a certain time has passed, a covering image display means that, when the special image is displayed, can display a transparent or semi-transparent covering image that covers the special image in a layer higher than the layer that is displaying the special image, and an effect execution means that, while the covering image is displayed, can execute a plurality of effects in chronological order in a layer lower than the layer that is displaying the covering image.
[0008] The gaming machine of this solution has the following configuration. (1) A special image display means is provided which displays a special image (an image of a premium character) at a predetermined trigger (when a predetermined performance execution lottery is won) and hides the special image after a certain period of time (a few seconds).
[0009] (2) When the special image (1) above is displayed, a covering image display means is provided on a layer (the layer in front of the player) above the layer displaying the special image (1) above, which is capable of displaying a transparent or semi-transparent covering image (image with a rainbow filter) that covers the special image (1) above. Transparent or semi-transparent includes a halftone dot display.
[0010] (3) When the cover image (2) is displayed, a display execution means is provided that can execute multiple displays (variable display displays, preview displays, reach displays, etc.) in chronological order on a lower level (a later level from the player's perspective) than the level on which the cover image (2) is displayed.
[0011] According to this solution, while the covering image is displayed, it is possible to execute multiple effects in chronological order in a layer lower than the layer displaying the covering image. Therefore, even if the covering image continues to be displayed, the player can check the multiple effects through the transparent or semi-transparent covering image while looking at the covering image, and as a result, it is possible to provide an innovative gaming machine.
[0012] Solution 2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, it is equipped with a performance pattern display means that can display a performance pattern at a lower level than the level that displays the covering image, and a special display means that can display at least one of a special performance pattern that changes in conjunction with the performance pattern, or a stored image that is an element that changes the performance pattern, at a higher level than the level that displays the covering image.
[0013] In this solution, the following configuration is added. (1) A performance pattern display means for displaying a performance pattern is provided at a lower level than the level that displays the cover image. (2) At a higher level than the level displaying the covering image, a special display means is provided for displaying at least one of a special effect pattern (fourth pattern) that changes in conjunction with the effect pattern, or a stored image (reserved image) that is an element that changes the effect pattern.
[0014] In a layer higher than the layer that displays the cover image, only the special effect symbol may be displayed, only the memory image may be displayed, or the special effect symbol and the memory image may be displayed. Also, in a layer higher than the layer that displays the cover image, an image (information image) other than the special effect symbol or the memory image may be displayed.
[0015] According to this solution, the effect pattern is displayed at a lower level than the level displaying the covering image, so that the variable display of the effect pattern does not interfere with the covering image, and the special feeling of the covering image can be emphasized.
[0016] Furthermore, according to this solution, a special effect pattern that changes in conjunction with the effect pattern is displayed on a higher level than the level that displays the covering image, thereby avoiding a decrease in the visibility of the special effect pattern that serves to display the lottery results.
[0017] Furthermore, according to this solution, the memory image, which is an element that changes the performance pattern, is displayed on a higher layer than the layer that displays the cover image, so it is possible to avoid the color of the cover image overlapping the memory image and causing the player to misinterpret the expectation of the memory image. [Effects of the Invention]
[0018] According to the present invention, a novel gaming machine can be provided. [Brief explanation of the drawings]
[0019] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a front view showing the game board unit alone. [Figure 4] FIG. 2 is an enlarged front view showing a portion of the game board unit. [Figure 5] FIG. 1 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 6] A diagram showing the relationship between the setting value and the probability of winning the special pattern lottery. [Figure 7] 10 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 8] 10 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 9] 10 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 10] 10 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 11] 10 is a flowchart illustrating an example of a procedure for switch input event processing. [Figure 12] 10 is a flowchart showing an example of the procedure for a first special symbol memory update process. [Figure 13] 10 is a flowchart showing an example of the procedure for a second special symbol memory update process. [Figure 14]10 is a flowchart illustrating an example of a procedure for effect determination processing at the time of acquisition. [Figure 15] 10 is a flowchart showing an example of the procedure for a first special symbol game process. [Figure 16] 10 is a flowchart showing an example of the procedure for second special symbol game processing. [Figure 17] A diagram showing the opening operation pattern of the variable winning device. [Figure 18] 10 is a flowchart showing an example of the procedure for special pattern variation pre-processing. [Figure 19] A figure showing an example of a variation pattern selection table when the first special pattern is missed (low probability non-time shortening state). [Figure 20] A figure showing an example of a variation pattern selection table (low probability time shortening state / high probability time shortening state) when the first special pattern is missed. [Figure 21] A figure showing an example of a variation pattern selection table when the first special pattern is missed (high probability non-time shortening state). [Figure 22] This is a diagram showing a variation pattern selection table (low probability, non-time shortening) when the second special pattern is missed. [Figure 23] This is a table for selecting a variation pattern when the second special symbol is not obtained (low probability time shortening state, high probability time shortening state, high probability non-time shortening state). [Figure 24] A figure showing an example of the configuration of a table for selecting the stop pattern when the first special pattern jackpot is hit. [Figure 25] A figure showing an example of the configuration of a table for selecting the stop pattern when a second special pattern jackpot is hit. [Figure 26] This is a diagram showing the winning symbols for small wins, the winning probability of small wins, and the opening pattern for small win games. [Figure 27] A figure showing an example of a variation pattern selection table when the first special pattern jackpot occurs (low probability non-time shortening state). [Figure 28] A figure showing an example of a variation pattern selection table when a second special pattern jackpot occurs (low probability non-time shortening state). [Figure 29]This is a diagram showing an example of a variation pattern selection table (low probability time shortening state / high probability time shortening state) when the first special pattern jackpot is won. [Figure 30] This is a diagram showing an example of a variation pattern selection table (low probability time shortening state / high probability time shortening state) when a second special pattern jackpot is hit. [Figure 31] A figure showing an example of a variation pattern selection table when the first special pattern hits (high probability non-time shortening state). [Figure 32] A figure showing an example of a variation pattern selection table when a second special pattern jackpot occurs (high probability non-time shortening state). [Figure 33] This is a diagram showing a variable pattern selection table (low probability, non-time shortening) when the second special pattern is hit slightly. [Figure 34] This is a table for selecting the fluctuation pattern when the second special symbol is hit slightly (low probability time shortening state, high probability time shortening state, high probability non-time shortening state). [Figure 35] FIG. 10 is a diagram showing a correspondence table for internal lotteries. [Figure 36] 10 is a flowchart illustrating an example of a procedure for managing a number-of-times counter value; [Figure 37] 10 is a flowchart showing an example of a procedure for special symbol storage area shift processing. [Figure 38] 10 is a flowchart showing an example of the procedure for processing during special pattern variation. [Figure 39] 10 is a timing chart showing the changes in the variable display of the first special symbol and the second special symbol. [Figure 40] 10 is a flowchart showing an example of the procedure for processing during the stop display of a special symbol. [Figure 41] 10 is a flowchart illustrating an example of a configuration of a display output management process. [Figure 42] A flowchart showing an example of the configuration of the variable winning device management process during a jackpot. [Figure 43] A flowchart showing an example of the procedure for setting the large prize opening pattern when a jackpot occurs. [Figure 44] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize entry port when a jackpot occurs. [Figure 45] A flowchart showing an example of the procedure for closing the large prize entry port when a jackpot occurs. [Figure 46] A flowchart showing an example of the procedure for ending processing when a jackpot occurs. [Figure 47] 10 is a flowchart illustrating an example of a procedure for limiter management processing. [Figure 48] A flowchart showing an example of the configuration of the variable winning device management process when a small win occurs. [Figure 49] This is a flowchart showing an example of the procedure for setting the large prize opening pattern when a small win occurs. [Figure 50] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize opening when a small win occurs. [Figure 51] This is a flowchart showing an example of the procedure for closing the large prize opening when a small win occurs. [Figure 52] A flowchart showing an example of the procedure for ending processing when a small hit occurs. [Figure 53] 1 is a diagram illustrating the game flow that unfolds in the pachinko machine 1 of this embodiment. [Figure 54] 10A to 10C are sequential diagrams showing examples of presentation images corresponding to the variable and stationary display of special symbols. [Figure 55] 10A to 10C are sequential diagrams showing an example of a beach mode presentation. [Figure 56] 10A to 10C are sequential diagrams showing an example of a fireworks mode effect. [Figure 57] This is a continuous diagram (1 / 3) showing a first example of premium bonus effects. [Figure 58] This is a continuous diagram (2 / 3) showing a first example of the premium bonus effect. [Figure 59] This is a continuous diagram (3 / 3) showing a first example of the premium bonus effect. [Figure 60] A series of diagrams showing a second example of the premium bonus effect. [Figure 61] This is a series of diagrams (1 / 2) showing other examples of premium bonus effects. [Figure 62] This is a series of diagrams (2 / 2) showing other examples of premium bonus effects. [Figure 63] This is a series of diagrams (1 / 4) showing examples of reach effects. [Figure 64] This is a series of diagrams showing examples of reach effects (2 / 4). [Figure 65] This is a series of diagrams (3 / 4) showing examples of reach effects. [Figure 66] This is a series of diagrams showing examples of reach effects (4 / 4). [Figure 67] This is a series of diagrams showing examples of rainbow filter effects (1 / 5). [Figure 68] This is a series of diagrams showing examples of rainbow filter effects (2 / 5). [Figure 69] A series of diagrams showing examples of rainbow filter effects (3 / 5). [Figure 70] A series of diagrams showing examples of rainbow filter effects (4 / 5). [Figure 71] This is a series of diagrams showing examples of rainbow filter effects (5 / 5). [Figure 72] FIG. 1 is a diagram (1 / 2) showing a schematic diagram of layers displaying various images. [Figure 73] FIG. 2 is a diagram (2 / 2) showing a schematic diagram of layers displaying various images. [Figure 74] 10 is a flowchart showing an example of a procedure for performance control processing. [Figure 75] 10 is a flowchart showing an example of the procedure for the operating memory performance management process. [Figure 76] 10 is a flowchart showing an example of the procedure for processing performance symbol management. [Figure 77] A flowchart showing an example of the procedure for pre-processing of the effect pattern change. [Figure 78] 10 is a flowchart illustrating an example of a procedure for advance selection processing. [Figure 79] 10 is a flowchart showing an example of the procedure for a premium effect lottery process. [Figure 80] 10 is a flowchart showing an example of the procedure for special bonus effect management processing. [Figure 81] This is a flowchart showing an example of the processing procedure when a V prize occurs during the first win. DETAILED DESCRIPTION OF THE INVENTION
[0020] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine (hereinafter abbreviated as "pachinko machine") 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses gaming balls as a gaming medium, and a player borrows gaming balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each gaming ball is a medium that has gaming value, and the benefits (profits) that the player enjoys as a result of playing can be converted into gaming value based on, for example, the number of gaming balls that the player has acquired. Below, the overall configuration of the pachinko machine 1 will be explained with reference to FIGS. 1 and 2.
[0021] [Overall structure] The main body of the pachinko machine 1 is mainly comprised of an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the frontmost side. The inner frame assembly 7 is located on the back side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.
[0022] The outer frame unit 2 is a structure made by combining wood and metal materials in a vertically long rectangular shape, and this outer frame unit 2 is fixed to an island facility (not shown) in the amusement park using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used in the sections corresponding to the top and bottom short sides, and metal is used in the sections corresponding to the left and right long sides.
[0023] The integrated door unit 4 has a structure in which a tray unit 6 is integrated into its lower position. The integrated door unit 4 and inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.
[0024] A unified locking unit 9 is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Figure 1 (the left edge in Figure 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Figure 1, when the integrated door unit 4 and inner frame assembly 7 are closed relative to the outer frame unit 2, the unified locking unit 9 on the back side, together with the locking device, prevents the integrated door unit 4 and inner frame assembly 7 from being opened.
[0025] Additionally, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an amusement facility manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 9 is activated, enabling the inner frame assembly 7 and the integrated door unit 4 to be opened. When this entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.
[0026] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, allowing the amusement facility manager to remove any obstacles, such as balls getting stuck on the board. Furthermore, when the integrated door unit 4 is opened, the tray unit 6 is also opened to the front.
[0027] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a game unit. The game board unit 8 is supported by the above-mentioned inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (not referenced) is attached to this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to fit the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting fixture (not shown). A game area 8a (board surface, game board) is formed on the front of the game board unit 8, and this game area 8a can be seen by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow.
[0028] The tray unit 6 has a shape that protrudes from the integrated door unit 4 to the front side, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) loaned to the player and game balls (prize balls) won by winning. In addition, the tray unit 6 has a lower tray 6c formed below the upper tray 6b. This lower tray 6c stores game balls that are paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a model that connects to a card unit, and game balls borrowed by the player are paid out to the tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side, separately from prize balls.
[0029] A dispenser operation unit 14 is provided on the top surface of the tray unit 6, and a ball dispenser button 10 and a return button 12 are arranged on this dispenser operation unit 14. When a player operates the ball dispenser button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a card unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined unit of points (e.g., 5 points) are dispensed. For this purpose, a point display unit (not shown) is arranged on the top surface of the dispenser operation unit 14, and this point display unit displays the remaining points of the valuable medium inserted into the card unit. Note that a player can receive the return of the valuable medium with remaining points by operating the return button 12. In this embodiment, a gaming machine that connects to a card unit is exemplified, but a gaming machine that does not connect to a card unit may also be used.
[0030] Additionally, an upper tray ball removal button 6d is installed on the top surface of the tray unit 6 in front of the upper tray 6b, which is in the upper position, and a lower tray ball removal lever 6e is installed in front of the lower tray 6c in its center. By, for example, pressing the upper tray ball removal button 6d, the player can cause the game balls stored in the upper tray 6b to flow down to the lower tray 6c. Additionally, by, for example, sliding the lower tray ball removal lever 6e to the left, the player can cause the game balls stored in the lower tray 6c to fall downward and be discharged. The discharged game balls are received, for example, in a ball receiving box (not shown).
[0031] A handle unit 16 is installed at the lower right of the tray unit 6. By operating this handle unit 16, a player can activate the launch control board set 174 and launch (shoot) a gaming ball toward the playing area 8a (ball launching device). The launched gaming ball rises from the lower edge of the playing board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the playing area 8a. Numerous obstacles, pins, windmills (no reference numbers in the figure), etc. are arranged within the playing area 8a, and the gaming ball flows down within the playing area 8a while being guided and guided by the obstacles and windmills. The configuration of the playing area 8a (board surface, playing board) will be described further below with reference to another drawing.
[0032] [Frame front configuration] The integrated door unit 4 is equipped with a left top lens unit 47 and an upper right illumination unit 49 as components for the presentation. The left top lens unit 47 incorporates a glass-frame top lamp 46 and a left-side glass-frame decorative lamp 48, while the upper right illumination unit 49 incorporates a right-side glass-frame decorative lamp 50. In addition, the integrated door unit 4 is equipped with left and right glass-frame decorative lamps 52 that are connected to the bottom of the left top lens unit 47 and the upper right illumination unit 49, respectively, and these glass-frame decorative lamps 52 extend from the left and right edges of the integrated door unit 4 around to the front of the tray unit 6. In the integrated door unit 4, the glass-frame top lamp 46 and the left and right glass-frame decorative lamps 48, 50, 52, etc. are arranged so as to surround the glass unit.
[0033] The various lamps 46, 48, 50, 52 described above perform effects by, for example, emitting light (such as lighting or blinking, changing brightness gradations, or changing color tones) from their built-in LEDs. Furthermore, at the top of the integrated door unit 4, glass-frame speakers 54, 55 are incorporated into the left top lens unit 47 and the upper right illumination unit 49, respectively. Meanwhile, an outer frame speaker 56 is incorporated into the lower left position of the outer frame unit 2. These speakers 54, 55, 56 perform effects by outputting sound effects, background music, voices, etc. (general audio).
[0034] In addition, a performance change button 45 is provided in front of the upper tray 6b in the center of the tray unit 6. By pressing and operating this performance change button 45, the player can change the performance content (for example, the background screen displayed on the LCD display 42), or can generate some kind of performance (pre-announcement performance, probability change promotion performance, promotion performance during a big win, etc.) while the patterns are changing, while a jackpot is confirmed, or during a jackpot game.
[0035] Furthermore, a jog dial 45a (rotary selector) is provided around the effect switching button 45 so as to surround the effect switching button 45. By rotating this jog dial 45a, the player can change the effect content displayed on the liquid crystal display 42, for example.
[0036] [Back side configuration] 2, the back side of the pachinko machine 1 is equipped with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is equipped with various electronic devices (including a control computer, not shown) that make up the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connecting wiring, not shown, etc.
[0037] The main control board unit 170 has a main control device built in, and a performance display monitor 200 is connected to the main control device. The performance display monitor 200 is arranged on the main control device so as to be visible in the upper left area of the main control board unit 170 when the pachinko machine 1 is viewed from the back side, and is provided with four 7-segment LEDs 201-204.
[0038] The performance display monitor 200 (base display device) displays the base and also displays the setting values.
[0039] The four 7-segment LEDs 201 to 204 are arranged side by side in the left-right direction, and each 7-segment LED is composed of seven segments that can display Arabic numerals in decimal notation and a dot segment located to the lower right of them. The performance display monitor 200 can be seen through a transparent case that covers the main control board unit 170.
[0040] The main control device is also provided with a RAM clear switch 304 and a setting key keyhole 306. The RAM clear switch 304 is a switch used to clear RAM (initialize RAM 76), that is, to initialize the RAM (RWM) provided in the main control device. The setting key keyhole 306 is a keyhole for inserting a setting key required to change or refer to settings.
[0041] The RAM clear switch 304 is provided so that it can be pressed through a through-hole formed in the transparent case that covers the main control board unit 170. The RAM clear switch 304 may also be located outside the transparent case. The setting key keyhole 306 is provided with the key cylinder passing through the transparent case (with the transparent case surrounding the key cylinder). This makes it possible to insert and rotate the setting key while the transparent case remains sealed.
[0042] The RAM clear switch 304 is a switch for clearing the RAM, and when the power is turned on with the RAM clear switch 304 pressed, a RAM clear signal is input to the main control unit 70 and the dispensing control unit 92, and the RAM clear process is executed. The RAM clear switch 304 may be provided in the power supply control unit 162. Alternatively, the RAM clear signal may not be input to the dispensing control unit 92, and when the main control unit 70 receives the input of the RAM clear signal, the main control unit 70 may send a RAM clear command to the dispensing control unit 92.
[0043] 2 are merely examples, and they may be placed in any positions. Also, the performance display monitor 200, RAM clear switch 304, and setting key keyhole 306 may be configured to be provided outside the main control device and connected to the main control device.
[0044] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 towards the tray unit 6 on the front side.
[0045] In addition, the external terminal board 160 is used to connect the pachinko machine 1 to external electronic devices (such as a data display device, hall computer, etc.), and various external information signals (such as winning ball information, door opening information, number of pattern confirmation information, jackpot information, starting port information, etc.) indicating the game progress status and maintenance status of the pachinko machine 1 are output from this external terminal board 160 to the external electronic devices.
[0046] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in the island equipment of the game parlor, for example, to ensure the power supply (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island equipment, to ensure the earth (ground) of the pachinko machine 1.
[0047] FIG. 3 is a front view showing the game board unit 8 alone. The game board unit 8 has a base game board 8b, and a game area 8a is formed on the front side of this game board 8b. The game board 8b is made of, for example, a transparent resin plate, and when the game board unit 8 is fixed to the inner frame assembly 7, the front surface of the game board 8b is parallel to the glass unit. On the front surface of the game board 8b, the game area 8a is formed inside a launch rail (no reference number) that is installed in a substantially circular shape.
[0048] A relatively large presentation unit 40 is placed in the center of the game area 8a, and the game area 8a is roughly divided into a left part, a right part, and a lower part with this presentation unit 40 as the center.
[0049] The left part of the gaming area 8a is a first gaming area (left hitting area) used in a first gaming state (for example, a low probability non-time shortening state, a left hitting state, etc.). The right part of the gaming area 8a is a second gaming area (right hitting area) used in a second gaming state (for example, a big win gaming state, a small win gaming state, a low probability time shortening state, a high probability time shortening state, a high probability non-time shortening state, a right hitting state, a small win rush state, etc.).
[0050] In addition, within the game area 8a, a start gate 20, a normal winning port 22, a middle start winning port 26, an upper right start winning port 27, a variable start winning device 28, a first variable winning device 30, a second variable winning device 31, etc. are distributed and installed around the presentation unit 40. Of these, the middle start winning opening 26 is located in the center of the lower part of the game area 8a. The three normal winning openings 22 are located at the lower left of the game area 8a. Furthermore, the start gate 20, the upper right start winning opening 27, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are located in this order from top to bottom on the right side of the game area 8a.
[0051] The game ball launched into the game area 8a passes through the start gate 20 as it flows down, enters the normal winning port 22, the middle start winning port 26, the upper right start winning port 27, the variable start winning device 28 during the opening operation, the first variable winning device 30 during the opening operation, and the second variable winning device 31 during the opening operation.
[0052] A gaming ball flowing down the left area of the gaming area 8a is likely to mainly enter the normal winning opening 22 or the middle start winning opening 26. On the other hand, a gaming ball flowing down the right area of the gaming area 8a is likely to mainly pass through the start gate 20, enter the upper right start winning opening 27, enter the variable start winning device 28 during the opening operation, enter the first variable winning device 30 during the opening operation, or enter the second variable winning device 31 during the opening operation.
[0053] Game balls that pass through the start gate 20 continue to flow down within the game area 8a, but game balls that enter the normal winning port 22, the middle start winning port 26, the upper right start winning port 27, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are collected on the back side of the game board unit 8 through through holes formed in the game board 8b (plywood material, transparent board, etc. that constitutes the game board unit 8).
[0054] The variable start winning device 28 is activated when a predetermined activation condition is met (when a normal symbol is displayed in a winning state), thereby enabling a ball to enter the lower right start winning opening 28b (normal electric device, special electric device). The variable start winning device 28 has a pair of left and right opening / closing members 28a. These opening / closing members 28a reciprocate left and right along the game board surface by the action of a link mechanism using a solenoid (not shown). That is, as shown in the figure, the left and right opening / closing members 28a are in the closed position with their tips facing upward, making it difficult (impossible) for a ball to enter the lower right start winning opening 28b. On the other hand, when the variable start winning device 28 is activated, the left and right opening / closing members 28a are displaced (expanded) from their closed positions to their open positions, widening the opening width of the variable start winning device 28 to the left and right. During this time, game balls can easily enter the lower right start winning opening 28b. In addition, the variable start winning device 28 may be a tongue-type device in which the opening / closing member moves from a position retracted from the surface of the board to a position protruding toward the front, or a device in which the lower edge of the opening / closing member acts as a hinge and is displaced so as to fall forward.
[0055] The variable start winning device 28 is a special electric device that can transition to an open state in which the lower right start winning port 28b (start winning port) is opened at a predetermined frequency (for example, a probability of 1 in 60,000 in a normal pattern lottery) in a non-time-shortened state (normal state), and can transition to an open state at a frequency higher than the predetermined frequency (for example, a probability of approximately 1 in 1 in a normal pattern lottery) in a time-shortened state (advantageous state).
[0056] The first variable winning device 30 is activated when a specified condition is met (when the special symbol is stopped and displayed in a big win mode), and enables a ball to enter the first big winning slot 30b (special electric device, first special ball entry event generating means). The first variable winning device 30 may also be activated when a small win occurs.
[0057] The first variable winning device 30 is a device (such as an upper attacker, a jackpot attacker, a V attacker, or an attacker with a variable probability area) located downstream of the variable start winning device 28, and has, for example, one opening / closing member 30a. The first variable winning device 30 is a device in which the opening / closing member 30a slides inside the playing surface (a sliding-type attacker). The opening / closing member 30a reciprocates back and forth relative to the playing surface, for example, by the action of a link mechanism using a solenoid (not shown). The opening / closing member 30a is in a closed position (closed state) protruding from the playing surface toward the player. In this state, the game ball rolls on the top surface of the opening / closing member 30a, preventing the ball from entering the first large winning opening 30b (the first large winning opening 30b is blocked). When the first variable winning device 30 is activated, the opening / closing member 30a is retracted inside the playing surface, opening the first large winning opening 30b (open state). During this time, the first variable winning device 30 is in a state where the inflow of game balls is not inhibited, and an event of a ball entering the first large winning opening 30b can occur.
[0058] Furthermore, inside the first variable winning device 30, a guide passage 30c is arranged to guide the game ball that has entered the first variable winning device 30. The guide passage 30c extends downward from the entrance of the first large winning opening 30b.
[0059] A first count switch 84 is arranged upstream of the guide passage 30c, a variable probability area blade member 30d and a variable probability area hole 30e are arranged midstream of the guide passage 30c, and an outlet 30f is arranged downstream of the guide passage 30c.
[0060] A gaming ball that has entered the first variable winning device 30 is first detected by the first count switch 84. Here, when the probability variable area solenoid that activates the probability variable area blade member 30d is ON, the probability variable area blade member 30d moves to the front side of the board and guides the gaming ball to the probability variable area hole 30e. On the other hand, when the probability variable area solenoid that activates the probability variable area blade member 30d is OFF, the probability variable area blade member 30d is retracted to the rear side of the board, so the gaming ball passes through the front side of the probability variable area blade member 30d and heads toward the discharge port 30f.
[0061] [Probability change area (specific area, probability change function activation area)] In addition, a probability variable area (no reference symbol) is provided inside the probability variable area hole 30e. The probability variable area is an area through which the game ball cannot pass when the first variable winning device 30 is in a closed state, and is an area through which the game ball can pass when the first variable winning device 30 is in an open state and the probability variable area blade member 30d is operating.
[0062] The variable probability area blade member 30d may operate during a jackpot game. The variable probability area blade member 30d operates in either a long opening pattern, which opens the variable probability area for a short period (e.g., 0.1 seconds) at the start of a round, then closes it for a few seconds (about 2-3 seconds), and then opens the variable probability area for a long period (e.g., about 20 seconds), or a short opening pattern, which opens the variable probability area for a short period (e.g., 0.1 seconds) at the start of a round. The operating pattern by which the variable probability area blade member 30d operates can be selected depending on the winning symbol. Specifically, when a variable probability symbol is selected, a long opening pattern is selected, which opens the variable probability area for a long period, and when a normal symbol is selected, a short opening pattern is selected, which opens the variable probability area for a short period.
[0063] The operation pattern of the variable probability area blade member 30d may be such that only the pattern in which the variable probability area blade member 30d is long-opened is applied, and when the first variable winning device 30 is short-opened and the round ends, the variable probability area blade member 30d no longer has the opportunity to long-open. Also, in the short-term opening that is executed simultaneously with the start of the round, the game ball does not reach the variable probability area blade member 30d, so it is difficult for this operation to lead the game ball to the variable probability area.
[0064] If the game ball passes through the probability variable area during a jackpot game, the game will transition from a low probability state to a high probability state after the jackpot game ends. At this time, the game may transition from a non-time shortening state to a time shortening state (high probability time shortening state). On the other hand, if the game ball does not pass through the probability variable area during a jackpot game, the game will transition to a low probability state after the jackpot game ends. At this time, the game may transition from a non-time shortening state to a time shortening state (low probability time shortening state).
[0065] The second variable winning device 31 (attacker) is activated when a special condition is met (when the special symbol is stopped and displayed in the form of a small win), and enables the ball to enter the second large winning slot 31b (special electric device, second special ball entry event generating means). The second variable winning device 31 may also be activated when a big win occurs.
[0066] The second variable winning device 31 is a device (lower attacker, small win attacker) located downstream of the first variable winning device 30 and has one opening / closing member 31a. The second variable winning device 31 is a device in which the opening / closing member 31a slides inside the playing surface (a sliding attacker). This opening / closing member 31a reciprocates back and forth relative to the playing surface, for example, by the action of a link mechanism using a solenoid (not shown). The opening / closing member 31a is in a closed position (closed state) protruding from the playing surface toward the player. In this state, the game ball rolls on the top surface of the opening / closing member 31a, making it difficult for the ball to enter the second large winning opening 31b (the second large winning opening 31b is blocked). When the second variable winning device 31 is activated, the opening / closing member 31a is retracted inside the playing surface, opening the second large winning opening 31b (open state). During this time, the second variable winning device 31 is in a state where it is not difficult for game balls to flow in, and an event of the ball entering the second large winning opening 31b can occur.
[0067] In addition, a guide passage 31c is arranged inside the second variable winning device 31 to guide the gaming ball that has entered the second variable winning device 31. The guide passage 31c branches into two routes, and a second count switch 85 is arranged on each route. The game ball that has entered the second variable winning device 31 is detected by one of the second count switches 85, and is ultimately guided to the discharge port 31f and collected inside.
[0068] In addition, a plurality of protrusions 21 for slowing down the moving speed of the game ball are arranged on the upper part of the opening / closing member 31a of the second variable winning device 31. The plurality of protrusions 21 are arranged alternately on the front side and the rear side in the front-rear direction (depth direction) of the game board unit.
[0069] For example, the front protrusion is located on the front side of the game board unit (e.g., on the back surface of the cover of the front transparent member), and the rear protrusion is located on the rear side of the game board unit (e.g., on the front surface of the cover of the rear transparent member).
[0070] In this way, the multiple protrusions 21 are arranged alternately in the front-to-back direction (depth direction) of the game board unit 8, so that the game balls that flow down randomly can be made to move in a zigzag pattern, thereby improving the deceleration effect of the game balls. In addition, the plurality of protrusions 21 can be appropriately arranged in locations other than the upper portion of the opening / closing member 31a of the second variable winning device 31 where deceleration of the gaming ball is required.
[0071] The presentation unit 40 is installed in the center of the game board unit 8. The upper edge 40a of the presentation unit 40 functions as a guide member that changes the direction of the game ball's downward flow, and various decorative components (including those not shown) are installed inside the presentation unit 40. The decorative components enhance the decorativeness of the game board unit 8 with their three-dimensional shapes, and can also perform dramatic effects by emitting transmitted light from built-in light-emitting devices (e.g., LEDs). A liquid crystal display 42 (image display) is installed inside the presentation unit 40, and various presentation images, including presentation symbols corresponding to special symbols, are displayed on the liquid crystal display 42. The liquid crystal display 42 can display presentation images in multiple layers. In this way, the game board unit 8 impresses the player with the characteristics of the pachinko machine 1 based on the board configuration and the decorativeness of the presentation unit 40.
[0072] Additionally, the performance unit 40 is equipped with a driving source (e.g., a motor, solenoid, etc.) along with a movable object 40f for performance (e.g., a decoration that resembles a train). The movable object 40f for performance can perform performances that involve the movement of tangible objects, in addition to performances using images on the LCD display 42 and performances using light-emitting devices. Performances using these movable objects 40f can exert a different appeal than performances using two-dimensional images.
[0073] Additionally, a ball guide passage 40d is formed on the left edge of the performance unit 40, and a rolling stage 40e is formed on its lower edge. The ball guide passage 40d opens diagonally upward to the left within the play area 8a. When game balls flowing down within the play area 8a randomly flow into the ball guide passage 40d, they pass through its interior and are released onto the rolling stage 40e. The upper surface of the rolling stage 40e has a smoothly curved surface, allowing game balls to roll freely in both the left and right directions. Game balls rolling on the rolling stage 40e eventually flow down into the play area 8a below. A ball release path 40k is formed in the center of the rolling stage 40e, and game balls guided from the rolling stage 40e to the ball release path 40k are more likely to flow into the center start winning opening 26 located directly below it.
[0074] In addition, an outlet 32 is formed within the game area 8a, and game balls that do not enter (win) any of the various winning ports are ultimately collected through the outlet 32 to the back side of the game board unit 8. All game balls that have been shot into the game area 8a, including game balls that have entered the normal winning port 22, middle start winning port 26, upper right start winning port 27, lower right start winning port 28b, first variable winning device 30, and second variable winning device 31, are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and then merge with the supply path of the island equipment (not shown).
[0075] 4 is an enlarged front view of a portion (lower left position within the window 4a) of the game board unit 8. That is, the game board unit 8 is provided with a normal symbol display device 33 and a normal symbol operation memory lamp 33a at the lower left position within the window 4a, as well as a first special symbol display device 34, a second special symbol display device 35, and a game status display device 38.
[0076] The normal symbol display device 33, for example, alternately lights two lamps (LEDs) to display the normal symbol, and turns the lamps on or off to display the normal symbol. The normal symbol activation memory lamp 33a displays the number of memories (0 to 4) by, for example, turning the two lamps (LEDs) on or off, or by combining the two lamps (LEDs) to blink. For example, when both lamps are off, the number of memories is 0; when one lamp is on, the number of memories is 1; when the same lamp is flashing, the number of memories is 2; when one lamp is flashing and the other lamp is on, the number of memories is 3; and when both lamps are flashing, the number of memories is 4. Note that although two lamps (LEDs) are used here, the normal symbol activation memory lamp 33a may also be configured using four lamps (LEDs). In this case, the number of activated memories can be displayed by the number of lit lamps.
[0077] Each time a gaming ball passes through the start gate 20, the normal symbol activation memory lamp 33a increases by one (up to a maximum of four) to remember that a passing that triggers an activation lottery has occurred, and each time the normal symbol starts to change due to that passing, the display mode decreases by one. In this embodiment, if the normal symbol activation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the gaming ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) displayed by the display mode of the normal symbol activation memory lamp 33a represents the number of passes that have not yet started the normal symbol to change at that point.
[0078] Furthermore, the first special symbol display device 34 and the second special symbol display device 35 can display the varying state and the stopped state of the corresponding first special symbol or second special symbol, for example, by using a 7-segment LED (with dots) (first symbol display means, second symbol display means). Note that the first special symbol display device 34 and the second special symbol display device 35 may have a form in which a plurality of dot LEDs are arranged geometrically (for example, in a circular shape).
[0079] In addition, the first special symbol activation memory lamp 34a and the second special symbol activation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, lighting, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is lit displays a memory number of 1, a display mode in which the same one lamp is blinking displays a memory number of 2, a display mode in which one lamp is blinking and another lamp is lit displays a memory number of 3, and a display mode in which both lamps are blinking displays a memory number of 4, and so on.
[0080] The first special symbol activation memory lamp 34a increases by one (up to a maximum of four) each time a gaming ball enters the middle start winning port 26 or the variable start winning device 28 (lower right start winning port 28b) to remember that the gaming ball has entered the middle start winning port 26 or the variable start winning device 28 (lower right start winning port 28b), and decreases by one each time the special symbol begins to fluctuate in response to the ball entering. The second special symbol activation memory lamp 35a increases by one (up to a maximum of four) each time a gaming ball enters the upper right start winning port 27 to remember that the gaming ball has entered the upper right start winning port 27, and decreases by one each time the special symbol begins to fluctuate in response to the ball entering. In this embodiment, when the first special symbol activation memory lamp 34a is not lit (the number of memories is 0), the display mode does not change even if a gaming ball enters the middle start winning slot 26 or the variable start winning device 28 (lower right start winning slot 28b) when the first special symbol is already in a state where it can start changing (when the stop display is displayed). Also, when the second special symbol activation memory lamp 35a is not lit (the number of memories is 0), the display mode does not change even if a gaming ball enters the upper right start winning slot 27 when the second special symbol is already in a state where it can start changing (when the stop display is displayed). In other words, the number of memories (maximum 4) indicated by the display mode of the first special symbol activation memory lamp 34a or the second special symbol activation memory lamp 35a represents the number of times a ball has entered the slot before the first special symbol or the second special symbol has started changing at that time.
[0081] The game status display device 38 also includes LEDs corresponding to, for example, jackpot type indicator lamps 38a and 38b, a probability fluctuation status indicator lamp 38d, a time-saving status indicator lamp 38e, and a launch position designation lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are mounted on a single integrated display board 89 and attached to the game board unit 8.
[0082] [Control configuration] Next, we will explain the configuration related to the control of the pachinko machine 1. Figure 5 is a block diagram showing the various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer) that serves as the center of control operations, and this main control device 70 mainly has the function of controlling the progress of games in the pachinko machine 1. The main control device 70 is built into the main control board unit 170 described above.
[0083] The main control device 70 is also equipped with a circuit board (main control board) on which a main control CPU 72, which is a central processing unit, is mounted. The main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and registers (not shown). The main control device 70 is also equipped with a random number generator 75 and a sampling circuit 77. The random number generator 75 generates hardware random numbers (e.g., 0 to 65535 in decimal notation) for determining whether a special symbol lottery has been won or whether a normal symbol lottery has been won. The generated random numbers are input to the main control CPU 72 via the sampling circuit 77. The main control device 70 is also equipped with an input / output (I / O) port 79 and peripheral ICs such as a clock generation circuit and a counter / timer circuit (CTC), not shown, which are mounted on the circuit board together with the main control CPU 72. On the circuit board (or in the inner layer portion), signal transmission paths, power supply paths, control buses, etc. are formed as wiring patterns.
[0084] Furthermore, the main control device 70 is provided with a setting change device 300, a setting key switch 302, and a RAM clear switch 304. The main control device 70 (main control CPU 72) changes settings by operating the setting change device 300. The setting change device 300 is a device that switches settings (capable of changing multiple setting values related to the winning probability of the special symbol lottery to one of the setting values) and is activated by operating a RAM clear switch 304 or the like provided in the pachinko machine 1 (setting change means). The term "setting" refers to a combination of activation probabilities. The activation probability refers to the probability of displaying a combination of special symbols that will activate the condition device (resulting in the execution of a jackpot game). The setting key switch 302 is an input device that inputs a signal (ON / OFF) indicating the rotation state of the setting key, which is essential for switching settings. Various methods can be used to change settings, but the following procedure can be used, for example.
[0085] (1) First, turn off the power to the pachinko machine 1. (2) Next, the dedicated key (door key) is used to open the door of the pachinko machine 1. Specifically, the dedicated key is inserted into the keyhole of the cylinder lock 6a and turned clockwise to open the integrated door unit 4 together with the inner frame assembly 7. (3) The pachinko machine 1 is provided with a setting key keyhole 306 for inserting the setting key and a RAM clear switch 304, so insert the setting key into the setting key keyhole 306 and rotate the setting key to the right. (4) Then, turn on the power of the pachinko machine 1.
[0086] (5) As a result, a signal (ON) indicating that the setting key has been rotated to the change position is input by the setting key switch 302, and the setting can be changed based on this input signal. At this time, a safety lock is applied by a locking mechanism (not shown). Therefore, the setting key cannot be removed unless it is returned to its original position.
[0087] Here, if the setting key is rotated clockwise and the RAM clear switch 304 is turned ON while the power is turned ON, the setting value becomes changeable (setting change state). On the other hand, if the setting key is rotated clockwise and the power is turned ON without turning the RAM clear switch 304 ON, the setting value becomes checkable (setting check state, setting reference state).
[0088] (6) When the setting is changeable, the setting can be changed to, for example, one of six levels by pressing the RAM clear switch 304 any number of times. The set value can be displayed, for example, on the performance display monitor 200, a dedicated 7-segment LED, or a game status display device 38 (special symbol display device, etc.).
[0089] (7) In the case of a slot machine, when the desired setting is reached, a lever ON process is required. However, since the pachinko machine 1 does not have a lever, an alternative process to the lever ON process (for example, a process of rotating the setting key left, a process of turning on a setting change confirmation button (not shown), etc.) may be performed, or the lever ON process may be omitted. In this embodiment, when the desired setting is reached, the setting key is rotated counterclockwise to return it to its original position. This operation inputs a signal (OFF) from the setting key switch 302 indicating that the setting key has been returned to its original position, and the setting change is confirmed based on this input signal.
[0090] (8) Once the setting change is confirmed, the setting key can be removed from the setting key hole. This action causes the display of the setting value to disappear if it is displayed on the performance display monitor 200, the dedicated 7-segment LED, the game status display device 38, etc. (9) Finally, close the door of the pachinko machine 1. This completes the setting change. Once the setting change is complete, normal play begins.
[0091] When the settings are changed, the main control CPU 72 stores the changed setting values in a setting value buffer in the RAM 76. The setting value buffer can be a memory area that is the target of backup.
[0092] [Details of setting changes] Details of the setting changes are as follows: If you turn on the power with the "setting key ON," "inner frame open," and "RAM clear switch pressed," the RAM will be cleared and the device will enter the setting change mode. While the settings are being changed, the main display (various lamps included in the game status display device 38) does not display anything, and the game balls cannot be launched or prize balls cannot be won.
[0093] In this case, "rn." is displayed on the two 7-segment LEDs (identification segments) on the left side of the performance display monitor 200, and a setting value such as "-1" is displayed on the two 7-segment LEDs (ratio segments) on the right side. Also, pressing the RAM clear switch changes the setting value within the range of 1 to 6.
[0094] Then, when you turn the "setting key OFF," the setting is confirmed and the "-" segment in the ratio segment display will turn off (become hidden), as in "blank (hidden) 1." In this state, if the inner frame closes (if the closed state continues for 100 ms in practice), the state in which the settings are being changed will end, and the machine will return to the state it was in before the power was turned off, and then transition to a playable state.
[0095] In this embodiment, an example has been described in which the RAM clear switch 304 also serves as a setting change switch, but a setting change switch may be provided separately from the RAM clear switch 304 .
[0096] [Details of setting confirmation] Details of setting confirmation (see settings) are as follows. If you turn on the power with the "setting key ON," "inner frame open," and "RAM clear switch not pressed," the device will enter a state where the settings are being checked (setting check mode). As with the state in which the settings are being changed, when the settings are being confirmed, the main display does not show anything, and it is not possible to launch game balls or win any game balls.
[0097] In this case, the two 7-segment LEDs (identification segments) on the left side of the performance display monitor will display "rn.", and the two 7-segment LEDs (ratio segments) on the right side will display the setting value as "Blank (hidden) 1." Also, while checking the setting, pressing the RAM clear switch will not change the setting value.
[0098] In this state, if the "setting key is OFF" and the "inner frame is closed" (in fact, if the closed state continues for 100 ms), the setting confirmation state will end, and the system will return to the state it was in before the power was turned off, and then transition to a playable state. In this embodiment, it is not possible to check the settings when the game is playable, but it may be possible to check the settings when the game is playable.
[0099] The start gate 20 is integrally provided with a gate switch 78 for detecting the passage of game balls. The game board unit 8 is also equipped with a center start winning opening switch 80, a lower right start winning opening switch 82, an upper right start winning opening switch 83, a first count switch 84, and a second count switch 85, which correspond to the center start winning opening 26, the variable start winning device 28 (lower right start winning opening 28b), the upper right start winning opening 27, the first variable winning device 30, and the second variable winning device 31, respectively. The start winning opening switches 80, 82, and 83 are for detecting the entry of game balls into the center start winning opening 26, the variable start winning device 28 (lower right start winning opening 28b), and the upper right start winning opening 27. The first count switch 84 is for detecting the entry of game balls into the first variable winning device 30 (first large winning opening) and counting the number of game balls. Furthermore, the second count switch 85 is for detecting the entry of game balls into the second variable winning device 31 (second large winning opening 31b) and counting the number of game balls. Note that, although the two second count switches 85 are exemplified as a configuration using a common switch, two switches may be installed to detect the entry of game balls individually. Furthermore, the probability variable area switch 95a is a switch for detecting that a game ball has passed through the probability variable area arranged inside the first variable winning device 30.
[0100] The game board unit 8 is also equipped with a prize opening switch 86 that detects the entry of game balls into the normal prize openings 22. Note that, although the example given is a configuration in which a common prize opening switch 86 is used for the three normal prize openings 22, it is also possible to install, for example, three prize opening switches and individually detect the entry of game balls into each normal prize opening 22.
[0101] In any case, the winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). Note that, due to the configuration of the game board unit 8, in this embodiment, the detection signals from the center start winning port switch 80, the lower right start winning port switch 82, and the upper right start winning port switch 83 are the signals that most directly affect the player's profits, and therefore are transmitted to the main control device 70 without any particular relay, while the other detection signals are transmitted to the main control device 70 via a panel relay terminal board 87. The panel relay terminal board 87 is provided with wiring patterns, connection terminals, etc. for relaying each winning detection signal.
[0102] The game board unit 8 is also provided with an out switch 99. A junction passage is formed in the game board unit 8, which merges game balls that have passed through the normal prize opening 22, the middle start prize opening 26, the upper right start prize opening 27, the lower right start prize opening 28b, the first large prize opening 30b, the second large prize opening 31b, and the out opening 32, and the out switch 99 is provided in this junction passage. The out switch 99 detects game balls passing through the junction passage, and a detection signal is input to the main control device 70 each time a game ball is detected. The main control device 70 counts the number of out balls based on the detection signal input from the out switch 99. Here, game balls shot into the game area 8a always pass through the junction passage and are ejected outside the pachinko machine 1, so the out switch 99 counts the number of shot balls shot into the game area 8a, i.e., the number of ejected balls (out balls) ejected from the game area 8a.
[0103] The display operations of the normal symbol display device 33, normal symbol activation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol activation memory lamp 34a, second special symbol activation memory lamp 35a, and game status display device 38 are controlled based on control signals from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, thereby controlling the lighting state of each LED. Furthermore, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are mounted on a single integrated display board 89 as described above, and control signals are transmitted from the main control CPU 72 to this integrated display board 89 via the panel relay terminal board 87.
[0104] Furthermore, a performance display monitor 200 is connected to the main control device 70 via a panel relay terminal board 87. The display operation of the performance display monitor 200 is controlled based on a control signal from the main control CPU 72. The main control CPU 72 outputs a control signal to the performance display monitor 200 according to the calculation status of the base, and controls the lighting state of the seven segments 201 to 204. Although the performance display monitor 200 has been described as being connected to the main control unit 70 via the panel relay terminal board 87, it may also be connected to the main control unit 70 without via the panel relay terminal board 87, or the performance display monitor 200 may be arranged as an internal component of the main control unit 70.
[0105] The game board unit 8 is also provided with a normal electric accessory solenoid 88, a first large prize opening solenoid 90, a second large prize opening solenoid 97, and a high probability area solenoid 95b, which correspond to the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, and the area upstream of the high probability area, respectively. These solenoids 88, 90, 97, and 95b operate (excite) based on control signals from the main control CPU 72, respectively, and open / close (activate) the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, and move the high probability area blade member 30d. Note that control signals are also transmitted from the main control CPU 72 to these solenoids 88, 90, 97, and 95b via the panel relay terminal board 87.
[0106] In addition, a glass frame opening switch 91 is provided on the integrated door unit 4, and a plastic frame opening switch 93 is provided on the inner frame assembly 7. When the integrated door unit 4 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is opened from the outer frame unit 2, a contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the integrated door unit 4 and the inner frame assembly 7, it generates a door open information signal as the above-mentioned external information signal.
[0107] A payout control device 92 is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is equipped with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as the above-mentioned external information signal together with the prize ball instruction command.
[0108] A payout motor 102 (e.g., a stepping motor) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on this payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the instructed number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the above-mentioned tray unit 6 through a payout flow path in the flow path unit 173.
[0109] Furthermore, for example, a payout path ball out switch 104 is installed upstream of the prize ball case, and a payout counting switch 106 is installed downstream of the payout motor 102. Each time a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. Furthermore, when a ball runs out upstream of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.
[0110] Furthermore, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear when viewed from the front of the pachinko machine 1). The prize balls (game balls) actually dispensed are released onto the upper tray 6b through the flow path unit 173. However, when the upper tray 6b is filled with game balls, any further paid-out game balls flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 turns ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, the payout control CPU 94 temporarily suspends any further prize ball dispense operations even if it receives a prize ball instruction command from the main control CPU 72, and stores the number of remaining prize balls that have not yet been dispensed in RAM 98. The memory in RAM 98 can be backed up even when the power is turned off, so information on the number of remaining prize balls that have not yet been dispensed will not be lost even if a power outage (including a momentary power outage) occurs during play.
[0111] A launch control board 108 and a launch solenoid 110 are installed on the back side of the pachinko machine 1. A ball feed solenoid 111 is installed within the tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the launch control board set 174 described above, and the launch control board 108 is provided with drive circuits for the launch solenoid 110 and the ball feed solenoid 111. The ball feed solenoid 111 operates to send out game balls stored in the tray unit 6 one by one to a predetermined launch position within the launcher case. The launch solenoid 110 strikes the game balls sent out to the launch position, and continuously (intermittently) launches the game balls one by one toward the game area 8a as described above. The launch interval between game balls is, for example, about 0.6 seconds (up to 100 balls per minute).
[0112] Meanwhile, the handle unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the handle unit 16 (firing handle) from a change in capacitance, and outputs a detection signal. The firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.
[0113] A launch relay terminal board 118 is installed in the tray unit 6, and signals from the launch lever volume 112, touch sensor 114, and launch stop switch 116 are sent to the launch control board 108 via the launch relay terminal board 118. A drive signal from the launch control board 108 is also applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, the launch lever volume 112 generates an analog signal (which may be an encoded digital signal) according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength with which the gaming ball is launched according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a game ball etc. lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if the above-mentioned card unit is not connected to this game ball etc. lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.
[0114] The tray unit 6 also incorporates a point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a display (a 3-digit 7-segment LED) for the point display section. The lending and return switch board 123 is also equipped with switch modules connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, an operation signal is sent from the lending and return switch board 123 to the card unit via the gaming ball etc. lending device connection terminal board 120. The card unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the gaming ball etc. lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the display based on the point signal and numerically displays the remaining points of the valuable medium. In addition, if no valuable medium is inserted into the card unit or if the remaining points of the inserted valuable medium become 0, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).
[0115] The pachinko machine 1 also has a performance control device 124 (performance control computer) as part of its control configuration. This performance control device 124 controls the performance as the game progresses in the pachinko machine 1. The performance control device 124 is also equipped with a circuit board (composite sub-control board) on which a performance control CPU 126, which is a central processing unit, is mounted. The performance control CPU 126 has built-in semiconductor memories such as ROM 128 and RAM 130 as main memory, together with a CPU core (not shown). The performance control device 124 is provided on the back side of the pachinko machine 1 in a position covered by the back cover unit 178.
[0116] The performance control device 124 is also equipped with input / output drivers and various peripheral ICs (not shown), as well as a lamp drive circuit 132 and an audio drive circuit 134. The performance control CPU 126 controls the performance based on performance commands sent from the main control CPU 72, and issues commands to the lamp drive circuit 132 and audio drive circuit 134 to light up the various lamps 46 to 52 and the panel lamp 53, and to actually output sound effects, audio, and the like from the speakers 54, 55, and 56.
[0117] The performance control device 124 and the main control device 70 are connected to each other, for example, via a communications harness (not shown). However, communication between them is unidirectional, from the main control device 70 to the performance control device 124, and communication does not occur in the reverse direction. Note that the communications harness may be of a parallel type depending on the bus width of the various commands sent from the main control device 70 to the performance control device 124, or may be of a serial type depending on the hardware configuration of each driver IC (I / O).
[0118] The lamp driving circuit 132 includes switching elements, such as a PWM (pulse width modulation) IC or MOSFET (not shown), which switches (or duty-switches) the driving voltage applied to various lamps, including LEDs, to manage their illumination, flashing, and other behaviors. The various lamps include the glass-frame top lamp 46 and glass-frame decorative lamps 48, 50, and 52, as described above, as well as a decorative / performance-use board lamp 53 installed on the game board unit 8. The board lamp 53 corresponds to the LEDs built into the performance unit, or the LEDs built into the variable start winning device 28, first variable winning device 30, second variable winning device 31, and so on. While the example shown here illustrates the glass-frame decorative lamp 52 connected to the glass-frame illumination board 136, a tray illumination board may be installed on the tray unit 6, and the glass-frame decorative lamp 52 may be connected to the lamp driving circuit 132 via the tray illumination board.
[0119] The sound driving circuit 134 is a sound generator that incorporates, for example, a sound ROM, a sound control IC, an amplifier, etc. (not shown), and this sound driving circuit 134 drives the speakers 54, 55, and 56 to output sound.
[0120] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the integrated door unit 4, and drive signals from the lamp drive circuit 132 and the sound drive circuit 134 are applied to the various lamps 46-52 and speakers 54, 55, 56 via the glass frame illumination board 136. The above-mentioned effect switching button 45 is also connected to the glass frame illumination board 136, and when a player operates the effect switching button 45, the contact signal is input to the effect control device 124 via the glass frame illumination board 136. The above-mentioned jog dial 45a is also connected to the glass frame illumination board 136, and when a player rotates the jog dial 45a, the rotation signal is input to the effect control device 124 via the glass frame illumination board 136. Here, an example is given in which the effect switching button 45 and jog dial 45a are connected to the glass frame illumination board 136, but if the above-mentioned saucer illumination board is installed, the effect switching button 45 and jog dial 45a may also be connected to the saucer illumination board.
[0121] In addition, a panel illumination board 138 is installed on the game board unit 8, and in addition to the board lamps 53, a movable body motor 57 is connected to this panel illumination board 138. The movable body motor 57 drives the movable body 40f, for example, via a link mechanism (not shown). A drive signal from the lamp drive circuit 132 is applied to the board lamps 53 and the movable body motor 57 via the panel illumination board 138.
[0122] The liquid crystal display 42 is installed on the back side of the game board unit 8, and its display screen can be seen through a substantially rectangular opening formed in the game board unit 8. An inverter board 158 is also installed on the back side of the game board unit 8, and this inverter board 158 generates AC power applied to the backlight (e.g., a cold cathode fluorescent lamp) of the liquid crystal display 42. A performance display control device 144 is also installed on the back side of the game board unit 8, and the display operation of the liquid crystal display 42 is controlled by the performance display control device 144. The performance display control device 144 is equipped with a display control CPU 146, which is a general-purpose central processing unit, and a circuit board (performance display control board) on which a display processor VDP 152 is mounted. The display control CPU 146 is configured as an LSI that integrates semiconductor memories such as ROM 148 and RAM 150 with a CPU core (not shown). The VDP 152 is also configured as an LSI that integrates semiconductor memories such as image ROM 154 and VRAM 156 with a processor core (not shown). It should be noted that the VRAM 156 can use a part of its storage area as a frame buffer.
[0123] A basic program for controlling the performance is stored in ROM 128 of performance control CPU 126, and performance control CPU 126 executes performance control in accordance with this program. The control of the performance includes control of the performance using the various lamps 46 to 53 and speakers 54, 55, 56 as described above, as well as control of the performance by image display using liquid crystal display 42. Performance control CPU 126 transmits basic information about the performance (for example, a performance number) to display control CPU 146, and upon receiving this, display control CPU 146 performs control to display specific images for the performance based on the basic information.
[0124] The display control CPU 146 outputs a more detailed control signal to the VDP 152. Upon receiving this, the VDP 152 accesses the image ROM 154 based on the control signal, reads out the necessary image data from there, and transfers it to the VRAM 156. Furthermore, the VDP 152 loads the image data into a frame buffer on the VRAM 156 for each frame (still image per unit time), and individually drives each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.
[0125] Additionally, a power supply control unit 162 (power supply control means) is mounted on the back side of the inner frame assembly 7. This power supply control unit 162 incorporates a switching power supply circuit and can generate the necessary power (e.g., DC +34V, +12V, etc.) from external power (e.g., AC 24V, etc.) taken in from the island equipment via a power cord 164. The power generated by the power supply control unit 162 is distributed to the main control unit 70, payout control unit 92, performance control unit 124, and inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control unit 92, and to the card unit via the gaming ball etc. dispensing device connection terminal board 120. Low-voltage power (e.g., DC +5V) for logic is generated by a power supply IC (e.g., a three-terminal regulator) built into each device. As described above, the power supply control unit 162 is earthed to the island equipment via a ground wire 166.
[0126] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output to the outside from the external terminal board 160 via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are compiled, for example, by a hall computer (not shown) in the gaming parlor. Note that although a configuration in which signals are output via the payout control device 92 is given as an example here, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 is also possible. The above is an example of the configuration for controlling the pachinko machine 1.
[0127] FIG. 6 is a diagram showing the relationship between the setting value and the winning probability of the special symbol lottery. When the set value is "1", the probability of winning the special pattern lottery (low probability state) is "1 / 319". When the set value is "2", the probability of winning the special pattern lottery (low probability state) is "1 / 313". When the set value is "3", the probability of winning the special pattern lottery (low probability state) is "1 / 308". When the set value is "4", the probability of winning the special pattern lottery (low probability state) is "1 / 299". When the set value is "5", the probability of winning the special pattern lottery (low probability state) is "1 / 291". When the set value is "6", the probability of winning the special pattern lottery (low probability state) is "1 / 273".
[0128] When the set value is "1", the probability of winning the special symbol lottery (high probability state) is "1 / 72". When the set value is "2", the probability of winning the special symbol lottery (high probability state) is "1 / 70". When the set value is "3", the probability of winning the special symbol lottery (high probability state) is "1 / 68". When the set value is "4", the probability of winning the special symbol lottery (high probability state) is "1 / 67". When the set value is "5", the probability of winning the special symbol lottery (high probability state) is "1 / 65". When the set value is "6", the probability of winning the special symbol lottery (high probability state) is "1 / 62".
[0129] In this way, the larger the set value, the higher the probability of winning the special symbol lottery (low probability state), which is advantageous for the player.
[0130] In the illustrated example, the winning probability of the special symbol lottery is explained as an example in which a setting difference is set between the low probability state and the high probability state, but a setting difference may be set only in the low probability state or only in the high probability state. Furthermore, with regard to the setting, a setting difference may be set not only in the big win probability but also in the small win probability. Furthermore, setting differences may be set in other items (for example, the transition rate to the high probability state, the transition rate to the time-shortened state, the number of chance changes, the number of time-shortened states, the number of special changes, etc.).
[0131] Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.
[0132] [Reset start (main) processing] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts the reset start process. The reset start process is a process for initializing the pachinko machine 1 by restoring the gaming state (so-called power restoration) based on the backup information saved at the previous power outage, or conversely, clearing the backup information. The reset start process is also positioned as the main process (main control program) for ensuring stable gaming operation of the pachinko machine 1 after adjusting the initial state.
[0133] 7 and 8 are flowcharts showing an example of the procedure of the reset start process. Below, the process performed by the main control CPU 72 will be explained step by step.
[0134] Step S101: The main control CPU 72 first sets the top address of the stack area in the stack pointer.
[0135] Step S102: Next, the main control CPU 72 sets the vector-based interrupt mode (mode 2) and modifies the default RST-based interrupt mode (mode 0). This allows the main control CPU 72 to subsequently refer to any address (where the least significant bit is 0) as an interrupt vector and execute a specified interrupt handler.
[0136] Step S103: The main control CPU 72 executes a reset standby process. This process secures a certain amount of standby time (e.g., several thousand milliseconds) at the time of reset start (e.g., power-on), during which the main power interruption detection signal is checked. Specifically, the main control CPU 72 sets a loop counter for the standby time and then performs a bit check on the input port for the main power interruption detection signal while decrementing the loop counter value. The main power interruption detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. If the main control CPU 72 confirms that the main power interruption detection signal has been input before the loop counter reaches 0, it resumes processing from the beginning. This allows for system protection in cases where, for example, the main power switch (not shown) is repeatedly turned on and off within a short period of time (e.g., 1 to 2 seconds).
[0137] Step S104: Next, the main control CPU 72 permits access to the work area of the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of the RAM 76 is permitted thereafter.
[0138] Step S105: The main control CPU 72 also initializes a mask register to set an interrupt mask. Specifically, a value that enables the CTC interrupt is stored in the mask register.
[0139] Step S106: The main control CPU 72 checks whether the RAM clear switch has been operated (switched ON) by referring to the input signal from the RAM clear switch that was saved earlier. If the RAM clear switch has not been operated (No), the main control CPU 72 then executes step S107.
[0140] Step S107: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, i.e., whether the backup validity determination flag is set. If the backup completed successfully in the previous power-off process and the backup validity determination flag (e.g., "A55AH") is set (Yes), the main control CPU 72 then executes step S108.
[0141] Step S108: The main control CPU 72 performs a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 performs a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.
[0142] Step S109: The main control CPU 72 resets the backup validity determination flag (for example, to "0000H"). Step S110: The main control CPU 72 also clears the command that was waiting to be sent immediately before the previous power outage occurred.
[0143] Step S111: Next, the main control CPU 72 executes a performance control restoration process. In this process, the main control CPU 72 transmits restoration commands (for example, a machine type designation command, a special symbol probability state designation command, a special symbol destination determination performance command, a performance command when the number of operation memories increases, a performance command when the number of operation memories decreases, a number-cut counter value command, a special game state designation command, etc.) to the performance control device 124. In response to this, the performance control device 124 can restore the performance state (for example, the internal probability state, the display mode of the performance symbol, the performance display mode of the number of operation memories, the sound output content, the light-emitting state of various lamps, etc.) that was in progress at the time of the previous power outage.
[0144] Step S112: The main control CPU 72 executes a state restoration process. In this process, the main control CPU 72 sets various values in the work area of the RAM 76 based on the backup information, and restores the game state (e.g., the display mode of the special symbol, the internal probability state, the contents of the operation memory, the states of various flags, the random number update state, etc.) that was in progress at the time of the previous power outage. The main control CPU 72 also restores the backed-up values of the PC register.
[0145] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes), if the backup validity determination flag was not set (step S107: No), or if the backup information was not normal (step S108: No), the main control CPU 72 proceeds to step S113.
[0146] Step S113: The main control CPU 72 clears the contents stored in the RAM 76 except for the prohibited area. This initializes the work area and stack area of the RAM 76, and even if valid backup information is stored therein, the contents are erased. Step S114: The main control CPU 72 also performs initial settings for the RAM 76.
[0147] Step S115: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 outputs commands (commands necessary for performance control) to be sent to the performance control device 124 after the initial setting.
[0148] Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command to the payout control device 92 to start paying out the winning balls.
[0149] Step S117: The main control CPU 72 executes a CTC initialization process to initialize the CTC (counter / timer circuit), a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and also sets an interrupt count value (e.g., 4 ms) in the CTC. This allows the main control CPU 72 to continue processing from the program address backed up in the PC register the next time a CTC interrupt occurs.
[0150] When the above steps are executed in the reset start process, the main control CPU 72 moves to the main loop shown in FIG. 8 (connection symbol A→A).
[0151] Steps S118 and S119: The main control CPU 72 prohibits interrupts and then executes a power interruption check process. In this process, the main control CPU 72 performs a bit check on the input port for the main power interruption detection signal to monitor for a power interruption (a drop in drive voltage). When a power interruption occurs, the main control CPU 72 clears the output port buffers corresponding to the normal electric role solenoid 88, the first large prize opening solenoid 90, the second large prize opening solenoid 97, the variable probability area solenoid 95b, etc., backs up the entire contents of the work area of RAM 76 except for the backup validity determination flag and the sum check buffer, and saves the sum result value in the sum check buffer. The main control CPU 72 then stores the valid value (e.g., "A55AH") in the backup validity determination flag area, prohibits access to RAM 76, and stops processing (NOP). On the other hand, if a power interruption has not occurred, the main control CPU 72 next executes step S120. There is also a known programming example in which the CPU executes such processing in the event of a power outage as non-maskable interrupt (NMI) processing.
[0152] Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values of various software random numbers. In this embodiment, various random numbers (e.g., jackpot pattern random numbers, reach determination random numbers, variation pattern determination random numbers, etc.) excluding the jackpot determination random numbers (hardware random numbers) and the win determination random numbers (hardware random numbers) corresponding to normal symbols are generated in the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 10), and in this process, the initial value of the loop counter (not all random numbers need to be updated) is changed each time the random number value goes through one cycle. The initial value update random numbers are used to randomly change these initial values, and in step S120, these initial value update random numbers are updated. Note that step S120 is executed after interrupts are prohibited in step S118 in order to prevent overlap (conflict) with another interrupt management process (step S202 in FIG. 10) in which similar processing is executed. Note that, as described above, in this embodiment, the jackpot determining random number and the win determining random number are hardware random numbers generated by the random number generator 75, and their update cycle is even faster (for example, several μs) than the timer interrupt cycle (for example, several ms), so there is no need to update the initial values of the jackpot determining random number and the win determining random number.
[0153] Step S121, Step S122: The main control CPU 72 permits an interrupt and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not involved in determining the type of win (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when a timer interrupt occurs during execution of the main loop and the main control CPU 72 executes another interrupt management processing (Figure 10). The contents of the interrupt management processing will be described later.
[0154] [Power outage check process] FIG. 9 is a flowchart specifically illustrating an example of the procedure for the power interruption occurrence check process. Step S130: First, the main control CPU 72 sets a condition for checking whether a power interruption has occurred. This check condition can be set, for example, as an on-counter value for confirming that the main power interruption detection signal is continuously being output.
[0155] Step S132: Next, the main control CPU 72 reads the main power interruption detection switch input port and confirms whether or not a main power interruption detection signal is being output (checks a specific bit). Although not specifically shown, the main power interruption detection switch is implemented, for example, in the main control device 70. This main power interruption detection switch monitors the drive voltage supplied from the power supply control unit 162 and outputs a main power interruption detection signal when the voltage level falls below a reference voltage. Note that the main power interruption detection switch may be built into the power supply control unit 162. If the main control CPU 72 confirms that a main power interruption detection signal is not currently being output (No), it exits this process and returns to the reset start process. On the other hand, if it confirms that a main power interruption detection signal is being output (Yes), the main control CPU 72 proceeds to the next step S134.
[0156] Step S134: The main control CPU 72 checks whether the above check conditions are met. Specifically, the on-counter value set in the previous step S130 is decremented by 1, for example, and whether the result is 0 is checked. If the on-counter value is not yet 0 (No), the main control CPU 72 returns to step S132 and checks the main power interruption detection switch input port again. Then, the loop from step S134 to step S132 is repeated, and when the check conditions are met (step S134: Yes), the main control CPU 72 proceeds to step S136.
[0157] Step S136: The main control CPU 72 clears the output ports corresponding to the normal electric role solenoid 88, the first large prize opening solenoid 90, the second large prize opening solenoid 97, and the special probability area solenoid 95b as described above, as well as the output port buffers corresponding to the test signal terminal and the command control signal.
[0158] Steps S138 and S140: Next, the main control CPU 72 adds up the entire contents of the work area of the RAM 76, excluding the backup validity determination flag and the checksum buffer, in byte units, and repeats this process until the addition is completed for the entire area. Step S142: When the calculation of the sum for all areas is completed (step S140: Yes), the main control CPU 72 stores the sum result value in the sum check buffer.
[0159] Step S144: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area as described above. Step S146: The main control CPU 72 also stores "01H", which indicates that access is prohibited, in the protection value of the RAM 76, and prohibits access to the work area of the RAM 76 (including the prohibited area and stack area). Step S148: The main control CPU 72 then enters a standby loop and stops all other processing in preparation for a main power outage. After a main power outage occurs, backup power is supplied from a backup power circuit (not shown, for example, a circuit including a capacitive element mounted on the main control device 70), so the contents stored in the RAM 76 are retained even after the main power outage. The backup power circuit may be built into the power supply control unit 162, for example.
[0160] Through the above process, all information stored in the work area of RAM 76 that is the target for backup (to be added to the sum) is retained as memory in RAM 76 even after the main power is turned off. Furthermore, after the checksum of the retained memory is confirmed to be normal in the reset start process (Fig. 7), it is restored as backup information at the time of power outage.
[0161] [Interrupt management processing (timer interrupt processing)] Next, the interrupt management process (timer interrupt process) will be described. Fig. 10 is a flowchart showing an example of the procedure of the interrupt management process. The main control CPU 72 executes the interrupt management process at predetermined time intervals (for example, every few ms) based on an interrupt request signal from the counter / timer circuit. Each step will be described below.
[0162] Step S200: First, the main control CPU 72 saves the values of the registers (each pair of accumulator A, flag register F, and general-purpose registers B to L) that were used during execution of the main loop to a save area in the RAM 76. After the values have been saved, other values can be written to the registers (A to L) during the interrupt management process.
[0163] Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the values of counters for generating various random numbers for the lottery. The values of each counter are incremented in the counter area of the RAM 76, and loop within a specified range. The various random numbers include, for example, a jackpot symbol random number.
[0164] Step S202: The main control CPU 72 also executes the initial value update random number update process here. The content of the process is the same as that described above (step S120 in FIG. 8).
[0165] Step S203: The main control CPU 72 executes input processing. In this processing, the main control CPU 72 inputs various switch signals from the input / output (I / O) port 79. Specifically, it reads the pass detection signal from the gate switch 78 and the probability variable area switch 95a, and the input state (ON / OFF) of the winning detection signal from the middle start winning entrance switch 80, the lower right start winning entrance switch 82, the upper right start winning entrance switch 83, the first count switch 84, the second count switch 85, and the winning entrance switch 86.
[0166] Step S204: Next, the main control CPU 72 executes switch input event processing. In this processing, among the switch signals input in the previous input processing, an event that occurred during the game is determined based on the winning detection signals from the gate switch 78, the center start winning entrance switch 80, the lower right start winning entrance switch 82, and the upper right start winning entrance switch 83, and further processing is executed according to each of the events that occurred. The specific contents of the switch input event processing will be described later using another flowchart.
[0167] In this embodiment, when a winning detection signal (ON) is input from the center start winning slot switch 80, the bottom right start winning slot switch 82, or the top right start winning slot switch 83, the main control CPU 72 determines that an event has occurred that triggers an internal lottery (lottery trigger) corresponding to the first special symbol or the second special symbol, respectively. Furthermore, when a passage detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that triggers a lottery corresponding to a normal symbol has occurred. When it determines that any of the events has occurred, the main control CPU 72 executes processing according to the corresponding event. The processing executed when a winning detection signal is input from the center start winning slot switch 80, the bottom right start winning slot switch 82, or the top right start winning slot switch 83 will be described later using another flowchart.
[0168] Step S204a: The main control CPU 72 executes a setting change process (setting-related process). By executing this process, the main control CPU 72 can execute setting-related processes including at least one of a setting change process executed when changing a setting value and a setting confirmation process executed when confirming a setting value (setting-related process execution means). Note that when the setting change state or the setting confirmation state is not in effect (when the game is in normal play mode), this process can be prevented from being executed. Furthermore, when the game is in normal play mode, the main control CPU 72 can execute a process to calculate a base and display the calculated base on the performance display monitor 200. The main control CPU 72 can calculate the base by dividing the number of prize balls paid out when game balls enter each prize slot (start prize slot, normal prize slot, and big prize slot) by the number of outs (the number of game balls detected by the out switch), which indicates the number of game balls shot into the play area (base calculation means, base-related process execution means).
[0169] When the setting change process (setting related process) is actually executed in this process, the main control CPU 72 executes a process to generate a "setting related end designation command" as a subcommand. The "setting related end designation command" can include information that the setting related process (processing related to setting change or processing related to setting confirmation) has ended, as well as information on the setting value. The generated "setting related end designation command" is sent to the performance control device 124.
[0170] Steps S205, S206a, and S206b: During the interrupt management process, the main control CPU 72 executes a normal symbol game process, a first special symbol game process, and a second special symbol game process. These processes are intended to specifically progress the game in the pachinko machine 1. Among these, in the normal symbol game process (step S205), the main control CPU 72 controls the variable display and stationary display by the normal symbol display device 33 described above, and controls the operation of the variable start winning device 28 according to the display results. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in response to passage through the start gate 20 during the switch input event process (step S204), and reads out the random number value from the memory during this normal symbol game process and determines whether it falls within a predetermined winning range (operation lottery execution means). If the random number value falls within the winning range, the normal symbol display device 33 variably displays the normal symbol, and after displaying the normal symbol stopped in a predetermined winning mode, the main control CPU 72 excites the normal electric accessory solenoid 88 to activate the variable start winning device 28. On the other hand, if the random number value is outside the winning range, the main control CPU 72 displays the normal symbol stopped in a losing mode after the variably displayed mode.
[0171] In addition, in the first special symbol game processing (step S206a), the main control CPU 72 controls the execution of an internal lottery corresponding to the first special symbol (first lottery execution means, lottery execution means), controls the variable display and stationary display by the first special symbol display device 34, and controls the operation of the first variable winning device 30 and the second variable winning device 31 according to the display results. In addition, in the second special symbol game processing (step S206b), the main control CPU 72 controls the execution of an internal lottery corresponding to the second special symbol (second lottery execution means, lottery execution means), controls the variable display and stationary display by the second special symbol display device 35, and controls the operation of the second variable winning device 31 according to the display results. Details of the first special symbol game processing and the second special symbol game processing will be described later using another flowchart.
[0172] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In this process, based on the winning detection signals input from the various switches 80, 81, 82, 83, 84, 85, and 86 in the previous input process (step S203), a prize ball instruction command is output to the payout control device 92 to instruct the number of prize balls.
[0173] When the main control CPU 72 outputs a prize ball instruction command to the payout control device 92 to instruct the number of prize balls, or for a period of time from when payout begins until the time when payout is predicted to be in progress (for example, several seconds) has elapsed, the main control CPU 72 can send a payout in progress command to the presentation control device 124 to indicate that game balls are being paid out.
[0174] Furthermore, in the prize ball payout process, the main control CPU 72 outputs a prize ball content command that conveys the details of the number of prize balls to the presentation control device 124. When a winning detection signal is input from the first count switch 84 or the second count switch 85 corresponding to the first variable winning device 30 or the second variable winning device 31, a prize ball content command corresponding to the first profit (10 game balls) is generated. When a winning detection signal is input from the winning port switch 86 corresponding to the normal winning port 22, a prize ball content command corresponding to the second profit (5 game balls) is generated. The prize ball content command is sent to the presentation control device 124 in the presentation control output process (step S212 in FIG. 10).
[0175] [Number of winning balls and winning game balls] The number of prize balls for the starting slot for the first special symbol and the number of prize balls for the starting slot for the second special symbol are each set to a specified number of one or more. The number of prize balls for the starting slot for the first special symbol and the starting slot for the second special symbol may be different. Furthermore, the minimum number of prize balls may be set based on the probability of winning the special symbol lottery and the expected value of the total number of game balls acquired (the average number of balls acquired during the series of periods from the first win to the end of the time-shortened state). Furthermore, if the probability of winning the special symbol lottery, the expected value of the total number of game balls acquired, the number of times the special prize slot is opened, the opening time of the special prize slot, the maximum number of prizes for the special prize slot, and the number of prize balls for the special prize slot meet certain conditions, a jackpot may be set in which the number of game balls acquired in a single jackpot is less than one-quarter of the maximum number of game balls acquired.
[0176] Step S208: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores the above-mentioned external information signals (e.g., winning ball information, door opening information, symbol determination count information, jackpot information, start gate information, etc.) in the port output request buffer for the gaming parlor's hall computer via the external terminal board 160. The external information signals stored in the port output request buffer are transmitted to the data display device and hall computer via the external terminal board 160.
[0177] In this embodiment, various external information signals, such as "Jackpot 1" through "Jackpot 5," can be output externally as jackpot information, thereby providing various jackpot information to external electronic devices (such as a data display or hall computer) connected to the pachinko machine 1 (external information signal output means). In other words, by outputting jackpot information divided into multiple categories, "Jackpot 1" through "Jackpot 5," the hall computer (not shown) can aggregate and manage the jackpot type (winning type) from these combinations, recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the symbol change time, and aggregate and manage the occurrence of minor jackpots (hits in which the condition device does not activate) that are not classified as "jackpots" even if they are not non-wins. Furthermore, based on the jackpot information, a data display device (not shown) can count and display the number of jackpots that have occurred within the past few business days for each pachinko machine 1, recognize whether each machine is currently in a jackpot state, or recognize whether each machine is currently in a shortened state of the symbol change time. In this external information processing, the main control CPU 72 controls in detail the output states (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5".
[0178] Step S209: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (e.g., normal symbol game management state, special symbol game management state, jackpot in progress, probability fluctuation function in operation, fluctuation time reduction function in operation) and stores these in the port output request buffer. These test signals allow the internal state of the main control CPU 72 to be tested, for example, outside the main control device 70.
[0179] Step S210: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 controls the lighting states of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game status display device 38, and the like. Specifically, the main control CPU 72 outputs the drive signals stored in the port output request buffer in the normal symbol game process (step S205), the first special symbol game process (step S206a), and the second special symbol game process (step S206b) to the port. The drive signals are stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (such as a mode for displaying changing or stopped symbols, displaying the number of operation memories, or displaying the game status).
[0180] Step S211: The main control CPU 72 also executes output management processing. In this processing, the main control CPU 72 outputs to the port the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208). The main control CPU 72 also outputs to the port the drive signals, test signals, etc. of the normal electric role solenoid 88, the first large prize opening solenoid 90, the second large prize opening solenoid 97, and the probability variable area solenoid 95b stored in the port output request buffer.
[0181] Step S212: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 checks whether there are any commands in the command buffer that should be sent by the main control CPU 72 to the performance control device 124 (commands necessary for performance control), and if there are any unsent commands, outputs the commands to be output to the port.
[0182] Step S213: Then, the main control CPU 72 clears the port output request buffer stored in response to the current CTC interrupt.
[0183] In this embodiment, an example is given in which the processing of steps S205 to S212 (game control program module) is executed as timer interrupt processing, but there are also well-known programming examples in which these processes are incorporated into the main loop of the CPU and executed.
[0184] Step S214: After completing the above processing, the main control CPU 72 stores a value (01H) designating the end of the interrupt in the interrupt program counter, and ends the CTC interrupt.
[0185] Steps S215 and S216: Then, the main control CPU 72 restores the saved values of the registers (A to L) and permits the next CTC interrupt. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer).
[0186] [Switch input event processing] 11 is a flowchart showing an example of the procedure for the switch input event process (step S204 in FIG. 10). Each step will be explained below.
[0187] Step S10: The main control CPU 72 checks whether a passing detection signal has been input from the gate switch 78 corresponding to the normal symbol. If the input of this passing detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S11 and executes normal symbol memory update processing. In the normal symbol memory update processing, the main control CPU 72 checks whether the current number of normal symbol activation memories is less than an upper limit number (for example, 4), and if the upper limit number has not been reached, acquires a random number per normal symbol. In addition, the main control CPU 72 increments the number of normal symbol activation memories by 1. Then, the main control CPU 72 stores the acquired random number value per normal symbol in the random number storage area of the RAM 76. On the other hand, if the passing detection signal has not been input (No), the main control CPU 72 proceeds to step S12.
[0188] Step S12: The main control CPU 72 checks whether a winning detection signal has been input from the middle start winning port switch 80 corresponding to the middle start winning port 26 (whether a lottery trigger has occurred). If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S13 and executes the first special symbol memory update process. The specific content of the process will be described further below using another flowchart. On the other hand, if a winning detection signal has not been input (No), the main control CPU 72 proceeds to step S14.
[0189] Step S14: The main control CPU 72 checks whether a winning detection signal has been input from the lower right start winning port switch 82 corresponding to the lower right start winning port 28b (whether a lottery trigger has occurred). If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S15 and executes the second special symbol memory update process. The specific contents of the process will be described further below using another flowchart. On the other hand, if no winning detection signal has been input (No), the main control CPU 72 proceeds to step S16. In this embodiment, the lower right start winning port 28b is the start port corresponding to the second special symbol, but it may also be the start port corresponding to the first special symbol.
[0190] Step S16: The main control CPU 72 checks whether a winning detection signal has been input from the upper right start winning port switch 83 corresponding to the upper right start winning port 27 (whether a lottery trigger has occurred). If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S17 and executes second special symbol memory update processing. The specific content of this processing will be described further below using another flowchart. On the other hand, if a winning detection signal has not been input (No), the main control CPU 72 proceeds to step S18.
[0191] Step S18: The main control CPU 72 checks whether a winning detection signal has been input from the first count switch 84 corresponding to the first large winning slot of the first variable winning device 30. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S19 and executes the first large winning slot count process. In the first large winning slot count process, the main control CPU 72 counts the number of winning balls that have entered the first variable winning device 30 for each round during the jackpot game. On the other hand, if no winning detection signal has been input (No), the main control CPU 72 proceeds to step S20.
[0192] Step S20: The main control CPU 72 checks whether a winning detection signal has been input from the second count switch 85 corresponding to the second large winning port of the second variable winning device 31. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S21 and executes second large winning port counting processing. In the second large winning port counting processing, the main control CPU 72 counts the number of winning balls that have entered the second variable winning device 31 during jackpot play. On the other hand, if no winning detection signal has been input (No), the main control CPU 72 executes step S22.
[0193] Step S22: The main control CPU 72 checks whether a detection signal has been input from the probability variable area switch 95a corresponding to the probability variable area provided inside the first variable winning device 30. If the input of this detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S23 and executes processing when passing through the probability variable area.
[0194] As a process for passing through the probability variable region, the main control CPU 72 executes a process for setting the probability variable region passing flag to ON. When the probability variable region passing flag is set to ON, the main control CPU 72 executes a process for setting the value (01H) of the probability variable function activation flag as a game state flag in the flag area of the RAM 76 (high probability state transition means, probability variable function activation means, advantageous game state transition means, special state transition means). The setting of the probability variable function activation flag may be executed in this process, or may be executed in the jackpot end process. Note that even when the probability variable region passing flag is set to ON, if the limiter has been reached (for example, if the limiter count at the start of jackpot play is 1), the main control CPU 72 may not set the value (01H) of the probability variable function activation flag as a game state flag in the flag area of the RAM 76.
[0195] The probability variable area passing flag is reset at the end of the jackpot game. Also, the probability variable function activation flag is reset when the next jackpot game starts or when the special symbol fluctuates a predetermined number of times (10,000 times) without a winning result after the end of the jackpot game. As the processing for passing through the probability variable area, the main control CPU 72 generates a command for passing through the probability variable area. The command for passing through the probability variable area is sent to the performance control device 124. The main control CPU 72 may execute the processing for passing through the probability variable area only within a specific valid time (for example, within the time during which the probability variable area solenoid 95b is activated during a jackpot game). On the other hand, if there is no detection signal input (No), the main control CPU 72 returns to the interrupt management processing (Fig. 10).
[0196] [First special pattern memory update process] 12 is a flowchart showing an example of the procedure of the first special symbol memory update process. The procedure of the first special symbol memory update process will be explained below step by step.
[0197] Step S30: Here, the main control CPU 72 first references the value of the first special symbol activation memory number counter and checks whether the activation memory number is less than a maximum value (e.g., 4). The activation memory number counter represents the number (number of sets) of jackpot determination random numbers, jackpot pattern random numbers, etc. stored in the random number storage area of the RAM 76. Here, the random number storage area of the RAM 76 is divided into four sections for the first special symbol and four sections (e.g., 2 bytes each) for the second special symbol, and each section can store one set (set) of jackpot determination random numbers and jackpot pattern random numbers. At this time, if the value of the activation memory number counter corresponding to the first special symbol has reached the maximum value (No), the main control CPU 72 returns to the switch input event processing (Figure 11). On the other hand, if the value of the activation memory number counter is less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S31.
[0198] Step S31: The main control CPU 72 increments the number of first special symbol activation memories by one. The first special symbol activation memory number counter is stored, for example, in the activation memory number area of the RAM 76, and the main control CPU 72 increments (+1) the value. Based on the incremented counter value, the display output management process (step S210 in FIG. 10) controls the lighting state of the first special symbol activation memory lamp 34a.
[0199] Step S32: Then, the main control CPU 72 acquires the jackpot determining random number value corresponding to the first special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of first lottery element, lottery element acquisition means). The random number value is acquired by specifying the pin address of the random number generator 75. If the main control CPU 72 is an 8-bit processor, the address is specified in two parts, one byte at a time for the upper and lower bits. When the main control CPU 72 reads the jackpot determining random number value from the specified address, it saves it in the destination address as the jackpot determining random number corresponding to the first special symbol.
[0200] Step S33: Next, the main control CPU 72 acquires the jackpot symbol random number value corresponding to the first special symbol from the jackpot symbol random number counter area of the RAM 76. This random number value is also acquired by specifying the address of the jackpot symbol random number counter area. After reading the jackpot symbol random number value from the specified address, the main control CPU 72 saves it as the jackpot symbol random number corresponding to the first special symbol in the transfer destination address.
[0201] Step S34: The main control CPU 72 also sequentially acquires the reach determination random number and the variation pattern determination random number as random number values related to the variation conditions of the first special symbol from the variation random number counter area of the RAM 76 (variation pattern determination element acquisition means). The acquisition of these random number values is also performed by specifying the address of the variation random number counter area. Then, when the main control CPU 72 acquires the reach determination random number and the variation pattern determination random number from the specified address, it saves them in the transfer destination address.
[0202] Step S35: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number, and variation pattern determination random number to the random number storage area corresponding to the first special symbol, and stores these random numbers as a set in empty sections within the area (storage means, lottery element storage means). An order (e.g., 1st to 4th) is set for the multiple sections, and if all 1st to 4th sections are currently empty, each random number is stored in order starting from the 1st section. Alternatively, if the 1st section is already filled and the other 2nd to 4th sections are empty, each random number is stored in order starting from the 2nd section. The random number storage area is read out in a FIFO (First In First Out) format.
[0203] Step S36: Next, the main control CPU 72 checks whether the current special game management status (game state) is during a jackpot. If it is not during a jackpot (No), the main control CPU 72 executes the following steps S37 and S38. If it is during a jackpot (Yes), the main control CPU 72 skips steps S37 and S38 and proceeds to step S38a. In this embodiment, this determination is made because no pre-reading effects are performed for balls that occur during a jackpot.
[0204] Step S37: If not during a jackpot (Step S36: No), the main control CPU 72 executes an acquisition effect determination process for the first special symbol. This process is for determining the result of the internal lottery in advance (before the fluctuation starts) based on the jackpot determination random number and the jackpot pattern random number of the first special symbol acquired in the previous steps S32 to S34, respectively, and for determining the effect content (so-called "pre-read"). The specific content of the process will be described further below with reference to another flowchart.
[0205] Step S38: After returning from the acquisition time performance determination process, the main control CPU 72 next sets the upper byte (for example, "B8H") of the special symbol destination determination performance command for the first special symbol. This upper byte data describes that the command type is "for special symbol destination determination performance for the first special symbol." Note that the lower byte of the special symbol destination determination performance command was set in the previous acquisition time performance determination process (step S37), so here, for example, a one-word command is generated by combining the lower byte with the upper byte.
[0206] Step S38a: Next, the main control CPU 72 sets an effect command for the first special symbol when the number of activation memories increases. Specifically, a one-word effect command is generated by adding the increased number of activation memories (e.g., "01H" to "04H") to the lower byte, in response to a preceding value (e.g., "BBH") in the upper byte indicating the type of command. At this time, the lower byte defaults to "0" in the second digit, indicating that the value is the "result of the increase in the number of activation memories (change information)." That is, if the lower byte is "01H," this indicates that the current number of activation memories has increased by one from the previous number of activation memories, "00H." Similarly, if the lower byte is "02H" to "04H," this indicates that the current number of activation memories has increased by one from the previous number of activation memories, "01H" to "03H," respectively, resulting in a value of "02H" to "04H." The preceding value "BBH" is a value indicating that the current effect command is an operation memory number command for the first special symbol.
[0207] Step S39: Then, the main control CPU 72 executes the effect command output setting process for the first special symbol. This process is for transmitting the special symbol destination determination effect command generated in the previous step S38, the activation memory number increase effect command generated in step S38a, and the start port winning sound control command to the effect control device 124 (memory number notification means).
[0208] When the above procedure is completed or the number of first special symbol activation memories reaches 4 (step S30: No), the main control CPU 72 returns to the switch input event process (FIG. 11).
[0209] [Second special pattern memory update process] 13 is a flowchart showing an example of the procedure of the second special symbol memory update process. The procedure of the second special symbol memory update process will be explained below step by step.
[0210] Step S40: The main control CPU 72 refers to the value of the second special symbol activation memory number counter and checks whether the activation memory number is less than the maximum value. As described above, the second special symbol activation memory number counter also represents the number (number of sets) of jackpot determination random numbers, jackpot pattern random numbers, etc. stored in the random number storage area of the RAM 76. At this time, if the value of the second special symbol activation memory number counter has reached the maximum value (e.g., 4) (No), the main control CPU 72 returns to the switch input event processing (Fig. 11). On the other hand, if the value of the second special symbol activation memory number counter is still less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S41 and subsequent steps.
[0211] Step S41: The main control CPU 72 increments the number of second special symbol activation memories by one (the value of the second special symbol activation memory number counter). As in the previous step S31 (FIG. 12), the lighting state of the second special symbol activation memory lamp 35a is controlled in the display output management process (step S210 in FIG. 10) based on the counter value incremented here.
[0212] Step S42: Then, the main control CPU 72 acquires a jackpot determination random number value corresponding to the second special symbol (acquisition of second lottery element, lottery element acquisition means). The method of acquiring the random number value is the same as that of step S32 (FIG. 12) described above.
[0213] Step S43: Next, the main control CPU 72 acquires the jackpot symbol random number value corresponding to the second special symbol from the jackpot symbol random number counter area of the RAM 76. The method of acquiring the random number value is the same as that of step S33 (FIG. 12) described above.
[0214] Step S44: The main control CPU 72 also sequentially acquires the reach determination random number and the variation pattern determination random number related to the variation condition of the second special symbol from the variation random number counter area of the RAM 76 (variation pattern determination element acquisition means). The acquisition of these random number values is also performed in the same manner as in step S34 (FIG. 12) described above.
[0215] Step S45: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach judgment random number, and variation pattern determination random number to the random number storage area corresponding to the second special symbol, and stores these random numbers as a set in an empty section within the area (storage means, lottery element storage means). The storage method is the same as that of step S35 (FIG. 12) described above.
[0216] Step S45a: Next, the main control CPU 72 checks whether the current game management status (game state) is during a jackpot. If it is not during a jackpot (No), the main control CPU 72 executes the following steps S46 and S47. Conversely, if it is during a jackpot (Yes), the main control CPU 72 skips steps S46 and S47 and proceeds to step S48. In this embodiment, this determination is made because no pre-reading effects are performed for balls that occur during a jackpot.
[0217] Step S46: If the game is not currently in a jackpot (step S45a: No), the main control CPU 72 then executes an acquisition effect determination process for the second special symbol. This process is for determining the result of an internal lottery in advance (before the start of fluctuation) based on the jackpot determination random number and jackpot pattern random number for the second special symbol acquired in the previous steps S42 to S44, respectively, and for determining the effect content accordingly. The specific content of this process will be described later.
[0218] Step S47: After returning from the acquisition time performance determination process, the main control CPU 72 next sets the upper byte of the special symbol destination determination performance command (for example, "B9H"). This upper byte data describes that the command type is "for special symbol destination determination performance related to the second special symbol." Similarly, here, the lower byte of the special symbol destination determination performance command was set in the previous acquisition time performance determination process (step S46), so here, by combining the lower byte with the upper byte, for example, a command of one word length is generated.
[0219] Step S48: Next, the main control CPU 72 sets an effect command for the second special symbol when the number of operating memories increases. Here, a one-word effect command is generated by adding the increased number of operating memories (for example, "01H" to "04H") to the lower byte in response to a preceding value (for example, "BCH") in the upper byte that indicates the type of command. Similarly, for the second special symbol, by default setting the second digit of the lower byte to "0", it is possible to indicate that the value is the "result of an increase in the number of operating memories (change information)". The preceding value "BCH" indicates that the current effect command is an operation memory number command for the second special symbol.
[0220] Step S49: Then, the main control CPU 72 executes a process for setting the output of a performance command for the second special symbol. This prepares the transmission of a special symbol destination determination performance command, a performance command when the number of operation memories increases, a start-up winning sound control command, etc. to the performance control device 124 (memory number notification means). After completing the above steps, the main control CPU 72 returns to the switch input event process (FIG. 11).
[0221] [Performance determination process at acquisition time] FIG. 14 is a flowchart showing an example of the procedure for the acquisition-time effect determination process. The main control CPU 72 executes this acquisition-time effect determination process in the previous first special symbol memory update process and second special symbol memory update process (step S37 in FIG. 12, step S46 in FIG. 13) (predetermined execution means). As described above, this process is executed for each of the first special symbol (when the ball enters the middle start winning slot 26 or the variable start winning device 28 (lower right start winning slot 28b)) and the second special symbol (when the ball enters the upper right start winning slot 27). Therefore, the following explanation may apply to the process for the first special symbol or the process for the second special symbol. The contents of the process will be explained below along with each procedure.
[0222] Step S50: The main control CPU 72 sets the lower byte (for example, "00H") of the special drawing first determination performance command (first determination information). The byte data set here represents the standard value of the command (when missing).
[0223] Step S52: Next, the main control CPU 72 loads the jackpot determination random number as the random number value for the first determination. The random number to be loaded here is the one stored in the RAM 76 in the first special symbol memory update process (step S35 in FIG. 12) or the second special symbol memory update process (step S45 in FIG. 13).
[0224] Step S54: Then, the main control CPU 72 determines whether the loaded random number is outside the range of the winning value (here, below the lower limit value) (lottery result determination means, advance determination means). Specifically, the main control CPU 72 sets a comparison value (lower limit value) in the A register and subtracts the loaded random number value from this comparison value. The comparison value (lower limit value) is predetermined according to the winning probability of the internal lottery in the pachinko machine 1. Next, the main control CPU 72 determines whether the calculation result is 0 or a positive value, for example, from the value of the flag register. As a result, if the loaded random number is outside the range of the winning value (Yes), the main control CPU 72 proceeds to step S80.
[0225] Step S80: Next, the main control CPU 72 executes a pre-determination process for fluctuation pattern information at the time of a miss (a fluctuation pattern destination determination means). In this process, the main control CPU 72 generates the above-described fluctuation pattern destination determination command for the fluctuation time at the time of a miss. The generated fluctuation pattern destination determination command reflects the pre-determination information, particularly regarding the fluctuation time (or fluctuation pattern number) when the "fluctuation time shortening function" is activated. For example, if the current state is the "fluctuation time shortening function," the main control CPU 72 determines whether the fluctuation time corresponds to a "miss reach fluctuation (non-shortened fluctuation time)" based on the loaded reach determination random number. If the result shows that the fluctuation time corresponds to a "miss reach fluctuation (non-shortened fluctuation time)," the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to a "non-shortened fluctuation time during time shortening." Note that in the case of a reach fluctuation, the "reach group (type of reach)" may also be determined from the reach mode random number, and a fluctuation pattern destination determination command may be generated based on the result. On the other hand, if the fluctuation time does not correspond to a "miss reach fluctuation (non-reduced fluctuation time)," the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to a "reduced fluctuation time during time reduction." Alternatively, if the current state is one in which the "fluctuation time reduction function" is not activated, the main control CPU 72 determines whether the fluctuation time corresponds to a "normal miss reach fluctuation" based on the loaded reach determination random number. As a result, if the fluctuation time corresponds to a "normal miss reach fluctuation," the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to a "normal miss reach fluctuation time." On the other hand, if the fluctuation time does not correspond to a "normal miss reach fluctuation," the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to a "normal miss reach fluctuation time." The generated fluctuation pattern destination determination command is set in the transmission buffer in the effect command output setting process (steps S39 and S49) as described above. Note that in this process, the main control CPU 72 may generate a fluctuation pattern destination determination command for a fluctuation pattern at the time of a small win, similar to the process at the time of a loss described above.
[0226] After the above steps are executed, the main control CPU 72 returns to the first special symbol memory update process (FIG. 12) or the second special symbol memory update process (FIG. 13) that was called. On the other hand, if the loaded random number is not outside the range of the winning value but is within the range in the judgment of the previous step S54 (step S54: No), the main control CPU 72 proceeds to step S56.
[0227] Step S56: The main control CPU 72 checks whether the probability state scheduled flag based on the prior determination result is set. The probability state scheduled flag based on the prior determination result is set when a winning value has not yet been detected among the stored jackpot determination random numbers. Specifically, if a winning value is detected among the stored jackpot determination random numbers, and the jackpot symbol random number paired with this value corresponds to a "probability variable symbol (10-round probability variable symbols 1-3)," the probability state scheduled flag is set to, for example, "A0H." This value represents a flag value for setting a high probability state as a scheduled state when a jackpot determination random number obtained after this jackpot determination random number is pre-determined (pre-read determination). On the other hand, if a winning value is detected among the stored jackpot determination random numbers, and the jackpot symbol random number paired with this value corresponds to a "normal symbol (10-round normal symbol)," the probability state scheduled flag is set to, for example, "01H." This value represents a flag value for setting a normal (low) probability state as a pre-determination (pre-reading determination) for a jackpot determination random number acquired after this jackpot determination random number. If there is no winning value yet among the jackpot determination random numbers stored up to this point, the flag value is reset (00H). The value of the probability state pre-determination flag is stored, for example, in the flag area of RAM 76. While an example is given here in which a strict pre-determination of a win is performed using the "probability state pre-determination flag," if a pre-determination of a win is simply performed based on the current probability state, step S56 and the subsequent steps S58, S60, S62, S76, etc. may be omitted.
[0228] If the probability state scheduled flag has not yet been set (step S56: No), the main control CPU 72 then executes step S66.
[0229] Step S66: In this case, the main control CPU 72 then sets a comparison value for low probability (normal time) in register A. The comparison value for low probability is also predefined according to the winning probability in the pachinko machine 1 during low probability.
[0230] Step S68: Next, the main control CPU 72 loads the "current probability state flag." This probability state flag indicates whether the current internal state is high probability (in a probability change state) or not, and is stored in the flag area of the RAM 76. If the current probability state is high probability (in a probability change state), the value "01H" is set as the state flag, and if it is low probability (in a normal state), the value of the state flag is reset ("00H").
[0231] Step S70: Then, the main control CPU 72 checks whether the currently loaded special pattern probability state flag does not represent a high probability (≠ 01H), and if the result is that it represents a high probability (No), it then executes step S64.
[0232] Step S64: The main control CPU 72 sets a high-probability comparison value. This rewrites the low-probability comparison value set in the previous step S66. The high-probability comparison value is predetermined according to the high-probability winning probability in the pachinko machine 1.
[0233] In this way, if the probability state expected flag based on the previous determination result has not yet been set and the current internal state is a high probability, the comparison value is rewritten for a high probability state and the next step S72 is executed. On the other hand, if it is confirmed in the previous step S70 that the current probability state flag does not represent a high probability (Yes), the main control CPU 72 skips step S64 and executes the next step S72.
[0234] Step S72: The main control CPU 72 determines whether the random number loaded in the previous step S52 is outside the range of the winning value (lottery result determination means). That is, the main control CPU 72 subtracts the jackpot determination random number value from the comparison value set for each state. Then, the main control CPU 72 similarly determines whether the calculation result is a negative value (<0) from the value of the flag register. If the result is that the loaded random number is outside the range of the winning value (Yes), the main control CPU 72 executes the above-mentioned loss-time fluctuation pattern information advance determination process (step S80). On the other hand, if the loaded random number is not outside the range of the winning value but is within the range (No), the main control CPU 72 proceeds to step S74.
[0235] Step S74: The main control CPU 72 executes a jackpot symbol type determination process. This process is for determining the type of jackpot (winning type) at that time based on the jackpot symbol random number paired with the jackpot determination random number. For example, when the main control CPU 72 loads the jackpot symbol random number for each symbol stored in the first special symbol memory update process (step S35 in FIG. 12) or the second special symbol memory update process (step S45 in FIG. 13), it executes a calculation using a comparison value in the same manner as in step S54 above, and determines whether the jackpot type corresponds to a "probable variable symbol" or a "normal symbol" from the result. The main control CPU 72 stores the determination result at this time as a special symbol destination determination value and proceeds to the next step S76.
[0236] Step S76: Then, the main control CPU 72 sets the value of the probability state scheduled flag according to the result of the advance determination. Specifically, if the special symbol advance determination value stored in the previous step S74 represents a "normal symbol," the main control CPU 72 sets the value of the probability state scheduled flag to "01H." On the other hand, if the special symbol advance determination value represents a "probability variable symbol," the main control CPU 72 sets the value of the probability state scheduled flag to "A0H." As a result, in the next and subsequent processing, the "flag set" will be determined in step S56.
[0237] Step S78: The main control CPU 72 sets the special symbol destination determination value stored in the previous step S74 as the lower byte of the special symbol destination determination performance command. For example, the special symbol destination determination value is set to "01H" if it corresponds to a "normal symbol," and "A0H" if it corresponds to a "probable variable symbol." In either case, by setting the data for the lower byte here, the standard lower byte data "00H" set in the previous step S50 is rewritten.
[0238] Step S79: Next, the main control CPU 72 executes a process for determining fluctuation pattern information in advance at the time of a jackpot (variation pattern destination determination means). In this process, the main control CPU 72 generates the above-mentioned fluctuation pattern destination determination command for the fluctuation time at the time of a jackpot. The fluctuation pattern destination determination command generated here reflects, for example, advance determination information regarding the reach fluctuation time (or fluctuation pattern number) at the time of a jackpot. In addition, the fluctuation pattern destination determination command generated here is set in the transmission buffer in the performance command output setting process (steps S39, S49) as described above.
[0239] The above is the procedure before the probability state scheduled flag is set based on the prior determination result (before the first internal win). In contrast, if the probability state scheduled flag is set via the previous step S76, the following procedure is executed. However, if a prior win determination is made based only on the current probability state as described above, it is not necessary to execute the following steps S56, S58, S60, S62, and S76.
[0240] Step S56: When the main control CPU 72 confirms that a value has already been set in the probability state schedule flag (Yes), it then executes step S58.
[0241] Step S58: The main control CPU 72 first sets a comparison value for low probability (normal) in the A register.
[0242] Step S60: Next, the main control CPU 72 loads the "probability state scheduled flag." The probability state scheduled flag is used to schedule the probability state in subsequent future determinations based on the results of the previous future determination, as described above, and is stored in the flag area of the RAM 76. If the probability state based on the results of the previous future determination is scheduled to transition to a high probability (probable change), the value of the probability state scheduled flag is set to "A0H" as described above, and conversely, if the probability state based on the results of the previous future determination is scheduled to return to a low probability (normal), the value of the probability state scheduled flag is set to "01H."
[0243] Step S62: Then, the main control CPU 72 checks whether the loaded probability state schedule flag does not represent a high probability schedule (≠01H), and if the result is that it represents a high probability schedule (No), it then executes step S64 and sets a comparison value for high probability.
[0244] In this way, if the probability state expected flag based on the prior determination result has already been set and its value is expected to be a high probability, the comparison value is rewritten for the high probability state, and the next step S72 and subsequent steps are executed. On the other hand, if it is confirmed in the previous step S62 that the probability state expected flag is not expected to be a high probability state, but is expected to be a normal (low) probability state (Yes), the main control CPU 72 skips step S64 and executes the next step S72 and subsequent steps. As a result, in this embodiment, a prior jackpot determination can be made taking into account subsequent changes in the internal state based on the prior determination result (normal probability state → high probability state, high probability state → normal probability state).
[0245] After the above procedure is completed, the main control CPU 72 returns to the first special symbol memory update process (FIG. 12) or the second special symbol memory update process (FIG. 13).
[0246] [Parallel fluctuation of the first and second special symbols] Next, the first special symbol game processing and the second special symbol game processing will be described in detail. In this embodiment, by separately executing the internal lotteries corresponding to the first special symbol and the second special symbol, respectively, it is possible to perform the variable display of the first special symbol by the first special symbol display device 34 and the variable display of the second special symbol by the second special symbol display device 35 in parallel (parallel symbol variable means). For this reason, in this embodiment, the first special symbol game processing and the second special symbol game processing are separately executed (once per interrupt period) for each of the first special symbol and the second special symbol under the control of the main control CPU 72.
[0247] [First special symbol game processing] FIG. 15 is a flowchart showing an example of the procedure of the first special symbol game process. The first special symbol game process first has a procedure (step S1000a) of checking whether the internal state flag is "big role start (big win game in progress)".
[0248] Step S1000a: The main control CPU 72 checks whether the game status (internal status) corresponding to the second special symbol is "big role start (jackpot game in progress)." This check can be performed based on the progress of the processing performed so far for the second special symbol (value of the second special symbol game management status). In this embodiment, this check is performed because if a jackpot game is in progress for the other second special symbol, the game for the first special symbol is not allowed to proceed.
[0249] At this time, if a jackpot game is not being played particularly for the second special symbol (the second special symbol game management status is a jackpot value) (No), the main control CPU 72 executes the process of the next step S1000b.
[0250] In addition, the first special symbol game process has a procedure (step S1000b) of checking whether the variable time measurement pause flag stored in the RAM 76 is ON and whether the game state is a small win. When the variable time measurement pause flag is ON, it means that the measurement of the variable time is paused, and when the variable time measurement pause flag is OFF, it means that the measurement of the variable time is not paused.
[0251] Step S1000b: The main control CPU 72 checks whether the variable time measurement pause flag stored in the RAM 76 is ON and whether the game state is a small win. In this embodiment, this check is performed because when a small win game is being played for the other second special symbol and the first symbol is changing, the measurement of the variable time of the first special symbol is temporarily stopped.
[0252] At this point, if the variable time measurement paused flag is not ON, or if the game state is not a small win even if the variable time measurement paused flag is ON (No), the main control CPU 72 executes the processing from the next step S1000b1 onwards. Steps S1000b1 to S6000 are each program modules that are the core of the first special symbol game processing. Through the processing of these core steps S1000b1 to S6000, the main control CPU 72 can specifically control the progress of the game corresponding to the first special symbol.
[0253] On the other hand, if the variable time measurement pause flag is ON and a small win game is being played (Yes), the main control CPU 72 executes the process of step S7000.
[0254] The core part of the first special symbol game processing includes a subroutine (program module) group consisting of a special game special symbol discrimination flag update process (step S1000b1), an execution selection process (step S1000c), a special symbol pre-variation process (step S2000), a special symbol variation process (step S3000), a special symbol stop display process (step S4000), a big win variable winning device management process (step S5000), and a small win variable winning device management process (step S6000). First, the basic flow of the core part of the first special symbol game processing will be explained along with each process.
[0255] Step S1000b1: The main control CPU 72 executes a special game special symbol discrimination flag update process. In this process, the main control CPU 72 executes a process to determine which of the first special symbol and the second special symbol will be the target of processing. Here, the special game special symbol discrimination flag is a flag that specifies the target symbol, and is stored in the RAM 76. Specifically, the main control CPU 72 executes a process to set the value of the special game special symbol discrimination flag to a value corresponding to the first special symbol (for example, "0").
[0256] Step S1000c: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any of steps S2000 to S6000) from the "jump table." For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and sets the end of the first special symbol game process as the return address in the stack pointer.
[0257] Which process is selected as the next jump destination depends on the progress status of the processes performed up to that point (first special symbol game management status). For example, if the first special symbol has not yet started to change (first special symbol game management status: 00H), the main control CPU 72 selects special symbol change pre-processing (step S2000) as the next jump destination. Also, if the special symbol change pre-processing has already been completed (first special symbol game management status: 01H), the main control CPU 72 selects special symbol change in progress processing (step S3000) as the next jump destination. If the special symbol change in progress processing has been completed (first special symbol game management status: 02H), the main control CPU 72 selects special symbol stop display in progress processing (step S4000) as the next jump destination. In this embodiment, the jump destination address is specified in a "jump table" to select the process. However, in addition to this selection method, there are also well-known programming examples in which the CPU selects the next process to be executed using a "process flag" or a "process selection flag," etc. In such a programming example, the CPU calls each process and then refers to a flag at the first step to perform a conditional branch (continue / return). However, with the selection method of this embodiment, the main control CPU 72 does not need to go through the trouble of calling each process.
[0258] Step S2000: In the special symbol variation pre-processing, the main control CPU 72 prepares the conditions for starting the variation display of the first special symbol. Specifically, here, a jackpot determination (first lottery execution means, lottery execution means) and a variation pattern are determined, and in the case of a jackpot, the type of win is also determined. In addition, in conjunction with the determination of the type of win, the main control CPU 72 sets the number-cut counters for the "time-shortened state" and the "high probability state." The specific contents of the processing will be described later using another flowchart.
[0259] Step S3000: In the special symbol variation process, the main control CPU 72 counts the variation timer while controlling the drive of the first special symbol display device 34. Specifically, it outputs an ON or OFF drive signal (1 byte data) to each segment and dot (numbers 0 to 7) of the 7-segment LED. The pattern of the drive signal changes over time, thereby causing the first special symbol to vary and be displayed.
[0260] This process also determines whether to activate the skip function. For example, if the first special symbol is changing to a jackpot and the second special symbol is not winning, the skip function is activated for the second special symbol. Activating this skip function forces the non-winning movement of the second special symbol to end. The specific process will be described later using a separate flowchart.
[0261] Step S4000: In the special symbol stop display processing, the main control CPU 72 controls the drive of the first special symbol display device 34. Here, too, an ON or OFF drive signal is output to each segment and dot of the 7-segment LED, but the pattern of the drive signal is constant, thereby causing the first special symbol to stop and be displayed. The specific processing content will be described later using another flowchart.
[0262] Step S5000: The jackpot variable winning device management process is selected when the first special symbol is stopped and displayed in a jackpot mode during the previous special symbol stop display process. For example, when the first special symbol is stopped and displayed in a jackpot mode, an opportunity occurs to transition from the normal state up to that point to a jackpot game state (a special game state advantageous to the player). During a jackpot game with the first special symbol, the jump destination is set to the jackpot variable winning device management process in the previous execution selection process (step S1000c), and the variable display of the first special symbol is not performed. In the variable winning device management process during a jackpot, the first large winning port solenoid 90 or the second large winning port solenoid 97 is energized for a predetermined number of consecutive activations (e.g., 10 times) for a certain period of time (e.g., 29 seconds or until 10 wins are counted), causing the first variable winning device 30 or the second variable winning device 31 to open and close in a predetermined pattern (continuous operation of the special electric device). During this time, game balls are concentrated into the first variable winning device 30 or the second variable winning device 31, giving the player the opportunity to win a large number of prize balls at once (special game execution means). Note that this opening and closing operation of the first variable winning device 30 or the second variable winning device 31 during a jackpot is referred to as a "round," and if there are a total of 10 consecutive activations, this is collectively referred to as "10 rounds."
[0263] When the main control CPU 72 sets the large prize opening opening pattern (number of rounds, number of opening / closing operations per round, opening time, etc.) in the variable prize device management process at the time of a jackpot, it increments the value of the round number counter by 1 each time it completes one round of opening / closing operations of the first variable prize device 30 or the second variable prize device 31. The value of the round number counter is stored in the count area of the RAM 76, with an initial value of 0, for example. The main control CPU 72 also generates a round number command that represents the value of the round number counter. The round number command is sent to the performance control device 124 in the performance control output process. When the value of the round number counter reaches the set number of consecutive operations, the main control CPU 72 ends the jackpot game (big role) for the first special symbol for that round only.
[0264] Then, when the jackpot game ends, the main control CPU 72 changes the state (high probability state, time-shortened state) after the jackpot game ends based on the game state flags (probability fluctuation function activation flag, fluctuation time-shortened function activation flag) (high probability state transition means, time-shortened state transition means, low probability time-shortened state transition means, high probability non-time-shortened state transition means). In the "high probability state," the probability fluctuation function is activated, and the probability of winning in the internal lottery is increased, for example, by approximately 10 times compared to normal. Also, in the "time-shortened state," the fluctuation time-shortened function is activated, increasing the probability of the activation lottery for the normal symbol, shortening the fluctuation time of the normal symbol, and extending the opening time of the variable start winning device 28, increasing the number of times it opens (so-called electric chute support is performed). Note that the "high probability state" and the "time-shortened state" may be transitioned to only one of them, or may be transitioned to both of them.
[0265] In this embodiment, the "time shortening state" means a state in which the time required for the normal or special symbol to fluctuate is shortened by activating the fluctuating time shortening function, the probability of winning the normal symbol activation lottery becomes higher, and the opening time of the variable start winning device 28 is extended (opening extension function activated).
[0266] In addition, "non-time shortening state" means a state in which the variable time shortening function is not activated, so that the variable time of the normal or special pattern is not shortened, the probability of winning the activation lottery for the normal pattern is low, and the opening time of the variable start winning device 28 is not extended (opening extension function not activated).
[0267] Step S6000: The small win variable winning device management process is selected when the first or second special symbol is stopped and displayed in a small win mode during the previous special symbol stop display process. When the first or second special symbol is stopped and displayed in a small win mode, an opportunity occurs to transition from the normal state to the small win game state. During small win gameplay, the jump destination is set to the small win variable winning device management process in the previous execution selection process (step S1000c), and the variable display of the special symbol is not performed. During small win gameplay, the second variable winning device 31 opens and closes a predetermined number of times for a predetermined opening time.
[0268] Step S7000: Processing during pause of fluctuation time measurement is processing to maintain the fluctuation of the first special symbol without stopping it. The main control CPU 72 controls the drive of the first special symbol display device 34 when a small win game is being played for the second special symbol and the first special symbol is changing. The drive control of the first special symbol display device 34 executes processing to output an ON or OFF drive signal (1-byte data) to each segment and dot (numbers 0 to 7) of the 7-segment LED, thereby maintaining a state in which the first special symbol is not stopped. If the measurement of the fluctuation time of the first special symbol is temporarily stopped, the measurement of the fluctuation time resumes after the small win game ends. Even if the main control CPU 72 determines that a small win game is being played for the second special symbol, if the first special symbol is not changing, it does not execute processing during pause of fluctuation time measurement. Furthermore, the measurement of the fluctuation time may be forcibly terminated rather than paused.
[0269] [Second special symbol game processing] FIG. 16 is a flowchart showing an example of the procedure for the second special symbol game process. The second special symbol game process first has a procedure (step S1900a) of checking whether or not a jackpot is being achieved for the other first special symbol.
[0270] Step S1900a: The main control CPU 72 checks whether the game status corresponding to the first special symbol is "big win game in progress." This check can also be performed based on the value of the first special symbol game management status as described above. Note that this determination may also include a determination of whether "small win game in progress."
[0271] If the first special symbol is not currently in a jackpot game (the first special symbol game management status is in a jackpot value) (No), the main control CPU 72 executes the processing from step S1900a1 onwards. Steps S1900a1 to S6900 are each program modules that form the core of the second special symbol game processing. The main control CPU 72 can specifically control the progress of the game corresponding to the second special symbol through the processing of these core steps S1900a1 to S6900.
[0272] As explained in the first special symbol game processing, the core part of the second special symbol game processing also includes a subroutine (program module) group of special game special symbol discrimination flag update processing (step S1900a1), execution selection processing (step S1900b), special symbol change pre-processing (step S2900), special symbol change processing (step S3900), special symbol stop display processing (step S4900), big win variable winning device management processing (step S5900), small win variable winning device management processing (step S6900). Note that the same content as the first special symbol game processing will not be explained as appropriate.
[0273] Step S1900a1: The main control CPU 72 executes a special game special symbol discrimination flag update process. In this process, the main control CPU 72 executes a process to determine which of the first special symbol and the second special symbol will be the target of processing. Specifically, the main control CPU 72 executes a process to set the value of the special game special symbol discrimination flag to a value corresponding to the second special symbol (for example, "1").
[0274] Step S1900b: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any of steps S2900 to S6900) from the "jump table." For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and sets the end of the second special symbol game process as the return address in the stack pointer.
[0275] Similarly, which process is selected as the next jump destination depends on the progress status of the processes performed up to that point (second special symbol game management status). For example, if the second special symbol has not yet started to change (second special symbol game management status: 00H), the main control CPU 72 selects the special symbol change pre-processing (step S2900) as the next jump destination. Also, if the special symbol change pre-processing has already been completed (second special symbol game management status: 01H), the main control CPU 72 selects the special symbol change in progress processing (step S3900) as the next jump destination, and if the special symbol change in progress processing has been completed (second special symbol game management status: 02H), the main control CPU 72 selects the special symbol stop display in progress processing (step S4900) as the next jump destination.
[0276] Step S2900: In the special symbol variation pre-processing in the second special symbol game processing, the main control CPU 72 performs an operation to prepare the conditions for starting the variable display of the second special symbol (second lottery execution means, lottery execution means).
[0277] Step S3900: In addition, in the special symbol varying process, the main control CPU 72 controls the driving of the second special symbol display device 35 while counting the variation timer.
[0278] Step S4900: In the special symbol stop display process in the second special symbol game process, the main control CPU 72 controls the drive of the second special symbol display device 35. Here, too, an ON or OFF drive signal is output to each segment and dot of the 7-segment LED, thereby causing the second special symbol to stop and be displayed.
[0279] Step S5900: The jackpot variable winning device management process is selected when the second special symbol is stopped and displayed in a jackpot mode during the previous special symbol stopped and displayed process. Similarly, the stop display mode of the second special symbol is determined according to the type of win. Furthermore, when the main control CPU 72 sets the large prize opening pattern (number of rounds, number of opening and closing operations per round, opening time, etc.) during the jackpot variable winning device management process, it increments the value of the round number counter by 1 each time it completes the opening and closing operation of the second variable winning device 31 for one round. When the value of the round number counter reaches the set number of consecutive operations, the main control CPU 72 ends the jackpot game (big prize) for the second special symbol for that round only.
[0280] Then, when the jackpot game for the second special symbol ends, the main control CPU72 changes the state after the jackpot game ends based on the game state flags (probability fluctuation function activation flag, fluctuation time shortening function activation flag).
[0281] Step S6900: The small win variable winning device management process is selected when the second special symbol is stopped and displayed in a small win mode during the previous special symbol stop display process (special game execution means). For example, when the second special symbol is stopped and displayed in a small win mode, an opportunity occurs to transition from the previous normal state to the small win game state. During small win play, the jump destination is set to the small win variable winning device management process in the previous execution selection process (step S1000), and the variable display of the special symbol is not performed. During small win play, the second variable winning device 31 opens and closes a predetermined number of times for a predetermined opening time.
[0282] [Multiple winning types] In this embodiment, multiple winning types are provided: (1) "10-round probability variable jackpot 1", (2) "10-round probability variable jackpot 2", (3) "10-round probability variable jackpot 3", and (4) "10-round normal jackpot". Note that jackpots other than 10 rounds may also be set.
[0283] The above winning types correspond to the type of first or second special symbol that stops and is displayed when a win occurs. For example, "10-round probability variable jackpot 1" corresponds to a jackpot with "10-round probability variable symbol 1," and "10-round probability variable jackpot 2" corresponds to a jackpot with "10-round probability variable symbol 2." Also, "10-round probability variable jackpot 3" corresponds to a jackpot with "10-round probability variable symbol 3," and "10-round normal jackpot" corresponds to a jackpot with "10-round normal symbol." For this reason, hereinafter, "winning types" will be referred to as "winning symbols" as appropriate.
[0284] [Variable winning device opening operation pattern] 17 is a diagram showing the opening operation pattern of the variable winning device. The details of opening the big winning slot and the probability variable area corresponding to each winning symbol will be explained.
[0285] [10-round probability variation pattern 1] In the processing during the special symbol stop display, when the special symbol is stopped and displayed in the form of "10 round probability change symbol 1", an opportunity occurs to transition from the normal state to a jackpot game state (special game execution means).
[0286] In this case, in the first round, the first large prize opening of the first variable prize-winning device 30 opens for a long time (for example, for 29.0 seconds), the probability variable area solenoid turns on, and the probability variable area opens for a long time. Therefore, there is a possibility that the gaming ball will pass through the probability variable area. If the gaming ball passes through the probability variable area located inside the first variable prize-winning device 30 in the first round, the "probability variable function" is activated after the end of the jackpot game, and the game transitions to a "high probability state."
[0287] In addition, in the second round to the tenth round, the first large winning port of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Since the probability variable area solenoid is OFF, the probability variable area is not opened. Therefore, a jackpot game of "10-round probability variation pattern 1" will award the player with 10 rounds of balls (prize balls).
[0288] Furthermore, if the "10-round probability variation pattern 1" is matched, after the jackpot game ends, the "time-saving function" will be activated and the game will transition to the "time-saving state." In this way, the "10-round probability variation pattern 1" is a winning pattern that transitions to a high probability time-shortening state.
[0289] [10-round probability variation pattern 2] In the processing during the special symbol stop display, when the special symbol is stopped and displayed in the form of "10 round probability change symbol 2", an opportunity occurs to transition from the normal state to the jackpot game state (special game execution means).
[0290] In this case, in the first round, the first large prize opening of the first variable prize-winning device 30 opens for a long time (for example, for 29.0 seconds), the probability variable area solenoid turns on, and the probability variable area opens for a long time. Therefore, there is a possibility that the gaming ball will pass through the probability variable area. If the gaming ball passes through the probability variable area located inside the first variable prize-winning device 30 in the first round, the "probability variable function" is activated after the end of the jackpot game, and the game transitions to a "high probability state."
[0291] In addition, in the second round to the tenth round, the first large winning port of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Since the probability variable area solenoid is OFF, the probability variable area is not opened. Therefore, a jackpot game of "10-round probability variation pattern 2" will award the player with 10 rounds of balls (prize balls).
[0292] Furthermore, if the "10-round probability variation pattern 2" is encountered, the "time-saving function" will not be activated after the jackpot game ends, and the game will transition to the "non-time-saving state." In this way, the "10-round probability variation pattern 2" is a winning pattern that transitions to a high probability non-time shortening state.
[0293] [10-round probability variation pattern 3] In the processing during the stop display of the special symbol, when the special symbol is stopped and displayed in the form of "10 round probability variable symbol 3", an opportunity occurs to transition from the normal state to the jackpot game state (special game execution means).
[0294] In this case, in the first round, the first large prize opening of the first variable prize-winning device 30 opens for a long time (for example, for 29.0 seconds), the probability variable area solenoid turns on, and the probability variable area opens for a long time. Therefore, there is a possibility that the gaming ball will pass through the probability variable area. If the gaming ball passes through the probability variable area located inside the first variable prize-winning device 30 in the first round, the "probability variable function" is activated after the end of the jackpot game, and the game transitions to a "high probability state."
[0295] In addition, in the second round to the tenth round, the first large winning port of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Since the probability variable area solenoid is OFF, the probability variable area is not opened. Therefore, a jackpot game of "10 rounds probability variation pattern 3" will give the player 10 rounds of balls (prize balls).
[0296] Furthermore, if the "10-round probability variation symbol 3" is matched in the non-time-shortened state, the "time-shortened state" will be transitioned to by not activating the "time-shortened function" after the jackpot game ends. On the other hand, if the "10-round probability variation symbol 3" is matched in the time-shortened state, the "time-shortened state" will be transitioned to by activating the "time-shortened function" after the jackpot game ends. In this way, the "10-round probability variable pattern 3" is a winning pattern that transitions to a high probability non-time shortening state or a high probability time shortening state depending on the game state at the time of winning.
[0297] [10 rounds of regular patterns] In the process of stopping and displaying the special symbol, when the special symbol is stopped and displayed in the form of a "10-round normal symbol", an opportunity occurs to transition from the normal state to a jackpot game state (special game execution means).
[0298] In this case, in the first round, the first large prize opening of the first variable prize-winning device 30 is long-opened (for example, opened for 29.0 seconds). However, although the probability variable area solenoid is turned on, the probability variable area is not long-opened. Therefore, it is difficult for the game ball to pass through the probability variable area. Therefore, after the big win game ends, the "probability variable function" is not activated and the game transitions to the "low probability state."
[0299] In addition, in the second round to the tenth round, the first large winning port of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Since the probability variable area solenoid is OFF, the probability variable area is not opened. Therefore, a jackpot game of "10 rounds normal pattern" will give the player 10 rounds of balls (prize balls).
[0300] Furthermore, if the "10-round normal pattern" is matched, after the jackpot game ends, the "time-saving function" will be activated and the game will transition to the "time-saving state." In this way, the "10-round normal pattern" is a winning pattern that transitions to a low-probability time-shortening state.
[0301] Here, the first large prize opening of the first variable prize winning device 30 is closed without waiting for the longest opening time to elapse when a predetermined number of prizes (for example, 10 times = 10 game balls) occur within one round. Similarly, the second large prize opening of the second variable prize winning device 31 is closed without waiting for the longest opening time to elapse when a predetermined number of prizes (for example, 10 times = 10 game balls) occur within one round (during one small prize game).
[0302] In either case, if the winning symbol corresponds to "any of the probability variable symbols" and the game ball passes through the probability variable area during the jackpot game, the game will transition to a "high probability time-shortening state" or a "high probability non-time-shortening state" after the jackpot game ends. On the other hand, if the winning symbol corresponds to a "10-round normal symbol," it is difficult for the game ball to pass through the probability variable area during the jackpot game, so the game will transition to a "low probability time-shortening state" after the jackpot game ends. Note that even if the winning symbol corresponds to "any of the probability variable symbols," if the game ball does not pass through the probability variable area during the jackpot game, the game will transition to a "low probability time-shortening state" or a "low probability non-time-shortening state" after the jackpot game ends.
[0303] Furthermore, in the operation patterns shown in this table, the opening time is a common "10.0 seconds," the inter-round interval time is a common "1.5 seconds," and the ending time is a common "8.0 seconds." The opening time is the start time set at the start of a jackpot game, the inter-round interval time is the waiting time set between rounds, and the ending time is the end time set at the end of a jackpot game (after the final round has ended). The inter-round interval time is also set in the final round.
[0304] [Small hit] In addition, in this embodiment, a small win is provided as a winning type of the second special symbol. When a small win is won, a small win game is played separately from the big win game, and the second variable winning device 31 opens and closes (special game execution means). More specifically, in the processing during the stop display of the special symbol, when the second special symbol is stopped and displayed in the form of a small win, a small win game (a game in which the second variable winning device 31 is activated) is played. In such a small win game, the second variable winning device 31 operates in a predetermined opening pattern (for example, opening once every 0.5 seconds), and a certain number of wins are generated in the second big win slot (about 1.7 wins are generated on average).
[0305] Furthermore, even if the small win game ends, the "probability fluctuation function" will not be activated, and the "time reduction function" will not be activated, so the benefit of transitioning to the "high probability state" or "time reduction state" will not be granted. Furthermore, even if a small win is won in the "high probability state," the "high probability state" will not end after the small win game ends. Note that the "time reduction state" may be ended by winning a small win.
[0306] [Special pattern change pre-processing] Figure 18 is a flowchart showing an example of the procedure for special symbol variation pre-processing. The contents of the special symbol variation pre-processing described below can be common to the first special symbol game process (Figure 15) and the second special symbol game process (Figure 16). However, when the following procedure is applied to the first special symbol game process, the object of control is the first special symbol, and when applied to the second special symbol game process, the object of control is the second special symbol. Each procedure will be explained below.
[0307] Step S2090: First, the main control CPU 72 executes a process of checking whether the variable time measurement pause flag stored in the RAM 76 is ON.
[0308] If it is determined that the variable time measurement paused flag is ON (Yes), the main control CPU 72 executes step S2092.
[0309] Step S2092: The main control CPU 72 executes a stop symbol readout process. In this process, it reads out information about the stop symbols saved in the RAM 76. Then, based on the read-out information about the stop symbols, the main control CPU 72 sets stop symbol number data when the first special symbol display device 34 loses. In addition, the main control CPU 72 generates a stop symbol command and a lottery result command (when the winning combination is lost) to be sent to the performance control device 124. These commands are sent to the performance control device 124 in the performance control output process.
[0310] Step S2094: The main control CPU 72 executes a remaining variable time readout process. In this process, the value of the variable timer (the value of the remaining variable time) saved in the RAM 76 is read out. Then, the main control CPU 72 sets the read variable timer value in the variable timer, and sets the value of the stop display time at the time of loss in the stop symbol display timer.
[0311] Step S2096: Next, the main control CPU 72 executes a special symbol re-variation start process. In this process, the main control CPU 72 sets a special symbol re-variation start flag in the flag area of the RAM 76. Then, the main control CPU 72 generates a re-variation start command to be sent to the performance control device 124. This re-variation start command is sent to the performance control device 124 in the performance control output process.
[0312] Step S2098: The main control CPU 72 executes a process of turning OFF the variable time measurement pause flag stored in the RAM 76. This ends the situation in which the variable time measurement is paused. After completing the above steps, the main control CPU 72 sets the special symbol varying process (step S3000 or step S3900) as the next jump destination, and returns to the special symbol game process.
[0313] On the other hand, if it cannot be confirmed in previous step S2090 that the variable time measurement pause flag is ON (No), the main control CPU 72 next executes step S2100.
[0314] Step S2100: The main control CPU 72 checks whether the number of activation memories of the special symbol to be controlled (the number of activation memories of the first special symbol or the number of activation memories of the second special symbol) remains (is greater than 0). This check can be performed by referring to the value of the activation memory number counter stored in the RAM 76. If the number of activation memories of the target symbol is 0 (No), the main control CPU 72 proceeds to step S2150.
[0315] Step S2150: The main control CPU 72 checks whether the other special symbol activation memory count is 0. That is, if the control target is the first special symbol, it checks whether the second special symbol activation memory count is 0, and if the control target is the second special symbol, it checks whether the first special symbol activation memory count is 0. This check can also be made by referring to the value of the special symbol activation memory count counter. Then, if the other special symbol activation memory count is 0 (Yes), the main control CPU 72 executes the demo setting process of step S2500.
[0316] Step S2500: In this process, the main control CPU 72 checks whether any of the start winning slots has had a winning bid for a predetermined time, and if it confirms that no winning bid has been made for a predetermined time, generates a demo presentation command. The demo presentation command is output to the presentation control device 124 in the presentation control output process. When the demo setting process is executed, the main control CPU 72 returns to the first special symbol game process (FIG. 15) or the second special symbol game process (FIG. 16). When returning, the main control CPU 72 returns to the end address of each special symbol game process (same applies thereafter).
[0317] On the other hand, if the number of activation memories for the other special pattern is not 0 (step S2150: No), the main control CPU 72 returns to the first special pattern game processing (Figure 15) or the second special pattern game processing (Figure 16) without executing the demo setting processing.
[0318] On the other hand, if the value of the special symbol activation memory number counter to be controlled is greater than 0 (step S2100: Yes), the main control CPU 72 next executes step S2160.
[0319] Step S2160: The main control CPU 72 checks whether the value (01H) is set in the big win flag or small win flag for the other special symbol. The big win flag or small win flag is a flag that is set when a big win or small win is determined by internal lottery, and is reset when the big win game or small win game ends. Therefore, the check in this process is to check whether the result of the internal lottery for the other special symbol is a big win or small win. Note that if the variable display of the other special symbol is not being executed, the big win flag or small win flag is not set, so the check result is necessarily No. Also, here, the determination content is "big win or small win," but it may also be "big win" only or "small win" only.
[0320] In this process, if the value (01H) is set in the big win flag or small win flag for the other special symbol (Yes), the main control CPU 72 next executes step S2202. On the other hand, if the value (01H) is not set in the big win flag or small win flag for the other special symbol, that is, if the value is "00H" (No), the main control CPU 72 next executes step S2200.
[0321] Step S2200: The main control CPU 72 executes a special symbol memory area shift process. In this process, the main control CPU 72 reads out the random numbers for lottery (jackpot determination random numbers, jackpot symbol random numbers) stored in the random number memory area of the RAM 76, which correspond to the special symbol to be controlled. If random numbers are stored in two or more sections at this time, the main control CPU 72 reads out and erases (consumes) the random numbers starting from the first section, and then moves (shifts) the remaining random numbers one by one to the previous section. The read-out random numbers are stored, for example, in another temporary memory area. Each random number stored in the temporary memory area is used for the internal lottery in the next jackpot determination process. In addition, in this process, the main control CPU 72 subtracts one from the value of the activation memory number counter (the first special symbol or the second special symbol to be controlled) stored in the RAM 76, and sets the value after subtraction as the "activation memory number at the start of fluctuation." As a result, in the display output management process, the display mode of the number of memories for either the first special symbol activation memory lamp 34a or the second special symbol activation memory lamp 35a, whichever is the controlled object, changes (decreases by 1). After completing the above steps, the main control CPU 72 next executes step S2300.
[0322] Step S2300: The main control CPU 72 executes a jackpot determination process (internal lottery). In this process, the main control CPU 72 first sets a range of jackpot values and determines whether the read random number value (jackpot determination random number value) falls within this range (first lottery execution means, second lottery execution means, lottery execution means). The set jackpot value range differs between the low probability state and the high probability state (when the probability fluctuation function is activated). In the high probability state, the jackpot value range is expanded by approximately 10 times compared to the low probability state. If the read random number value falls within the jackpot value range, the main control CPU 72 sets the jackpot flag to "01H." By executing this process, when a lottery trigger occurs during play, the main control CPU 72 can execute a special symbol lottery (predetermined lottery) with a winning probability corresponding to the currently set value (lottery execution means).
[0323] Step S2302: The main control CPU 72 executes a small win determination process (internal lottery). If the big win flag is not set, the main control CPU 72 then sets a range of small win values and determines whether the read random number value is included within this range (lottery execution means).
[0324] The "small hit" referred to here is something other than a non-win (miss), but is of a different nature to a "jackpot." In other words, a "jackpot" generates an opportunity (a turning point in the game) to transition to the above-mentioned "high probability state" or "time-shortened state," but a "small hit" does not generate such an opportunity. However, a "small hit" is positioned as something that satisfies the conditions for activating the second variable winning device 31. If the read random number value is within the range of the small hit value, the main control CPU 72 sets the small hit flag to "01H."
[0325] In this embodiment, the range of jackpot values and small jackpot values is pre-specified in the program as a winning range other than non-winning (means of specifying other than non-winning), but it is also possible to write a jackpot determination table and a small jackpot determination table for each state into ROM 74 in advance, and read these out and compare them with the random number value to determine whether or not there is a jackpot.
[0326] Step S2202: The main control CPU 72 executes a special symbol storage area shift process. This process is the same as the previous step S2200, so a description thereof will be omitted. The main control CPU 72 then executes step S2404.
[0327] On the other hand, when the small hit determination process is completed (step S2302), the main control CPU 72 next executes step S2400.
[0328] Step S2400: The main control CPU 72 determines whether the value (01H) was set to the jackpot flag in the previous jackpot determination process. If the value (01H) was not set to the jackpot flag (No), the main control CPU 72 proceeds to step S2402. If the value (01H) was set to the jackpot flag (Yes), the main control CPU 72 executes step S2410.
[0329] Step S2402: The main control CPU 72 determines whether the value (01H) was set to the small hit flag in the previous small hit determination process. If the value (01H) was not set to the small hit flag (No), the main control CPU 72 proceeds to step S2404. Note that the main control CPU 72 may determine whether it is a big hit (for example, by setting 01H) or a small hit (for example, by setting 0AH) based on the value of the common hit flag, without providing separate big hit and small hit flags.
[0330] Step S2404: The main control CPU 72 executes a process for determining symbols to be stopped when a loss occurs. In this process, the main control CPU 72 sets the symbol number data to be stopped when a loss occurs by the first special symbol display device 34 or the second special symbol display device 35. The main control CPU 72 also generates a symbol command to be stopped and a lottery result command (when a loss occurs) to be sent to the performance control device 124. These commands are sent to the performance control device 124 in the performance control output process.
[0331] In this embodiment, since 7-segment LEDs are used for the first special symbol display device 34 and the second special symbol display device 35, for example, the display mode of the stop symbol when losing can be always set to only the lighting display of one segment (the center bar "-"), and the stop symbol number data can be fixed to one value (for example, 64H). In this case, the memory capacity used in the program can be reduced, the processing load on the main control CPU 72 can be reduced, and the processing speed can be improved.
[0332] Step S2405: Next, the main control CPU 72 executes a process for determining a fluctuation pattern when a loss occurs. In this process, the main control CPU 72 determines a fluctuation pattern number when a loss occurs for the special symbol to be controlled (fluctuation pattern determination means). The fluctuation pattern number distinguishes the type (pattern) of the fluctuation display of the special symbol to be controlled, and corresponds to the fluctuation time required for the fluctuation display. The fluctuation patterns include various fluctuation patterns such as non-reach fluctuation, reach fluctuation, super reach fluctuation, etc. (similar to when a jackpot or small win occurs). Information regarding the fluctuation pattern of the selected special symbol is sent to the performance control device as a fluctuation pattern command.
[0333] Here, the variable time when a loss occurs differs depending on whether the state is the "high probability state" or the "time-shortened state" described above, so in this process the main control CPU 72 loads the game state flag and checks whether the current state is the "high probability state" or the "time-shortened state." For example, if the state is the "time-shortened state," the variable time when a loss occurs is set to a shortened time (for example, about 4 to 12 seconds).
[0334] Furthermore, even if it is not in the "time shortening state", except when a reach variation is performed, the variation time at the time of a loss may be shortened based on, for example, the "number of memories of operation at the start of the variation display (0 to 3)" set in step S2200. However, when a special variation pattern is selected, the variation time does not change depending on the number of memories. The stopped display time of the pattern at the time of a loss is constant (for example, about 0.5 seconds) regardless of the variation pattern. The main control CPU 72 sets the determined value of the variation time (at the time of a loss) in the variation timer, and sets the value of the stopped display time at the time of a loss in the stopped pattern display timer.
[0335] In this embodiment, if the result of the internal lottery using the first special symbol is a non-winning result, the effect is controlled so that, for example, a "reach effect" is generated and the result is a loss, or a "reach effect" is not generated and the result is a loss. The "miss-time variation pattern selection table" pre-specifies variation patterns corresponding to multiple types of effects, for example, "non-reach effect" and "reach effect," and if the result is a non-winning result, one of these variation patterns will be selected. Note that the reach effect includes various reach effects such as normal reach effect, long reach effect, super reach effect, story reach effect, etc.
[0336] [Example of variation pattern selection table when the first special symbol is not selected] FIG. 19 is a diagram showing an example of a variation pattern selection table (low probability non-time shortening state) when the first special symbol is lost. This selection table is a table to be used when the first special symbol lottery is lost (when the result is not a winning combination) in the low probability non-time shortening state (variation pattern definition means). This selection table is structured to store, for example, a "comparison value" and a "variation pattern number" in sets of one byte each, in order from the first address. The "comparison value" may have, for example, eight gradually different values: "101", "201", "211", "221", "231", "241", "251", and "255 (FFH)", and a "variation pattern number" of "1" to "8" is assigned to each "comparison value".
[0337] The fluctuation pattern numbers "1" to "5" correspond to fluctuation patterns in which no reach performance is performed and the result is a miss, and the fluctuation pattern numbers "6" to "8" correspond to fluctuation patterns in which the result is a miss after the reach. Note that the fluctuation pattern selection table may have different table contents depending on the number of operation memories at the time of the start of fluctuation (the same applies below).
[0338] Here, the length of the set fluctuation time is significantly different between the non-reach fluctuation pattern and the reach fluctuation pattern. That is, the "non-reach fluctuation pattern" basically corresponds to a short fluctuation time (for example, about 3.0 seconds to 12.0 seconds depending on the number of working memories), while the "reach fluctuation pattern" corresponds to a fluctuation time that is more than twice as long (for example, about 30 seconds to 150 seconds).
[0339] The fluctuation pattern may be a fluctuation pattern in which a pseudo-continuous notice effect is executed (the same applies to the following fluctuation pattern selection table). A pseudo-continuous notice effect is an effect in which the effect pattern changes once or multiple times during one fluctuation of a special pattern.
[0340] Here, the pseudo 1 variation (pseudo 1: first pseudo variation) is a variation in which the pseudo variation of the performance symbol is executed once, and the pseudo 2 variation (pseudo 2: second pseudo variation) is a variation in which the pseudo variation of the performance symbol is executed twice. Also, the pseudo 3 variation (pseudo 3: third pseudo variation) is a variation in which the pseudo variation of the performance symbol is executed three times, and the pseudo 4 variation (pseudo 4: fourth pseudo variation) is a variation in which the pseudo variation of the performance symbol is executed four times.
[0341] The main control CPU 72 then compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table in order, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (variation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "2" as the corresponding fluctuation pattern number.
[0342] FIG. 20 is a diagram showing an example of a variation pattern selection table (low probability time shortening state / high probability time shortening state) when the first special symbol is not obtained. This selection table is a table to be used when the first special symbol lottery is lost (when the result is a non-winning result) in the low probability time shortening state or the high probability time shortening state (variation pattern definition means). Also, this selection table has a structure in which, for example, "comparison value" and "variation pattern number" are stored in sets of one byte each in order from the first address. For example, eight gradually different values "101", "201", "211", "221", "231", "241", "251", and "255 (FFH)" are set for the "comparison value", and "variation pattern number" "21" to "28" are assigned to each "comparison value".
[0343] Fluctuation pattern numbers "21" to "25" correspond to fluctuation patterns in which no reach effect is performed and the result is a miss, and fluctuation pattern numbers "26" to "28" correspond to fluctuation patterns in which the result is a miss after a reach effect.
[0344] The main control CPU 72 sequentially compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (fluctuation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "22" as the corresponding fluctuation pattern number.
[0345] FIG. 21 is a diagram showing an example of a variation pattern selection table (high probability non-time shortening state) when the first special symbol is lost. This selection table is a table used when the first special symbol is in a high probability non-time shortened state (when it corresponds to a non-winning state) (variation pattern definition means). Also, this selection table has a structure in which, for example, "comparison value" and "variation pattern number" are stored in sets of one byte each, in order from the first address. For example, eight gradually different values "101", "201", "211", "221", "231", "241", "251", and "255 (FFH)" are set for the "comparison value", and "variation pattern number" "41" to "48" is assigned to each "comparison value".
[0346] Variation pattern numbers "41" to "48" correspond to variation patterns in which no reach performance is performed and the result is a miss.
[0347] The main control CPU 72 sequentially compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (fluctuation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "42" as the corresponding fluctuation pattern number.
[0348] FIG. 22 is a diagram showing a variation pattern selection table (low probability non-time shortening) when the second special symbol is lost. This selection table is a table to be used when the second special symbol lottery is lost in the low probability non-time shortening mode (variation pattern defining means). In this table, all the same fluctuation patterns are set (fluctuation time is a specified time (for example, a few seconds to a few hours)), and this selection table is configured to select one predetermined fluctuation pattern (non-missing fluctuation pattern 51) (fluctuation time specification means).
[0349] Therefore, the main control CPU 72 selects "51" as the variation pattern number regardless of the value of the acquired variation pattern determination random number value.
[0350] FIG. 23 is a variation pattern selection table (low probability time shortening state, high probability time shortening state, high probability non-time shortening state) when the second special symbol is not obtained. This selection table is a table used when the second special symbol fails in a low probability time shortening state, a high probability time shortening state, or a high probability non-time shortening state (variation pattern defining means). In this table, all the same fluctuation patterns (fluctuation time is, for example, approximately 0.5 to 10.0 seconds) are set, and this selection table is configured to select one predetermined fluctuation pattern (non-reach out fluctuation pattern 52).
[0351] Therefore, the main control CPU 72 selects "52" as the variation pattern number regardless of the value of the acquired variation pattern determination random number value.
[0352] [See Figure 18: Special symbol change pre-processing] The above steps S2404 and S2405 are control procedures when the jackpot determination result is a miss (non-win), but if the determination result is a jackpot (step S2400: Yes) or a minor jackpot (step S2402: Yes), the main control CPU 72 executes the following procedure. First, the case of a jackpot will be explained.
[0353] Step S2410: The main control CPU 72 executes a process for determining a symbol to be stopped at a jackpot (winning type determining means). In this process, the main control CPU 72 determines the type of winning symbol (a symbol number to be stopped at a jackpot) for each special symbol (first special symbol or second special symbol) based on the jackpot symbol random number. The relationship between the jackpot symbol random number value and the type of winning symbol is specified in advance in a special symbol determination data table (winning type determining means). Therefore, the main control CPU 72 can refer to the jackpot symbol selection table in the process for determining a symbol to be stopped at a jackpot, and determine the type of winning symbol based on the jackpot symbol random number from the stored contents.
[0354] [Winning design when hitting the jackpot] In this embodiment, there are roughly four types of winning symbols that are selectively determined when a jackpot is hit. The four types are "10-round probability variable symbol 1," "10-round probability variable symbol 2," "10-round probability variable symbol 3," and "10-round normal symbol." Each winning symbol may further include multiple winning symbols. For example, "10-round probability variable symbol 1" includes "10-round probability variable symbol 1a," "10-round probability variable symbol 1b," "10-round probability variable symbol 1c," etc.
[0355] In this embodiment, the first special symbol and the second special symbol have different selection ratios for the winning symbols selected in the corresponding internal lottery when a jackpot is won. Therefore, the main control CPU 72 distinguishes between the winning symbols to be selected depending on whether the result of the current jackpot corresponds to the first special symbol or the second special symbol.
[0356] [First special symbol jackpot stop symbol selection table] 24 is a diagram showing an example of the configuration of a first special symbol jackpot stop symbol selection table. When the result of the current jackpot corresponds to the first special symbol, the main control CPU 72 determines the type of winning symbol by referring to this first special symbol jackpot stop symbol selection table (winning type determining means).
[0357] In the first special symbol jackpot stop symbol selection table, the left column shows the distribution values for each winning symbol, with each distribution value (30, 30, 40) corresponding to a ratio of 100. The second column from the left also shows the corresponding distribution values for "10-Round Probability Change Symbol 1," "10-Round Probability Change Symbol 2," and "10-Round Standard Symbol." When a jackpot corresponding to the first special symbol occurs, the probability that "10-Round Probability Change Symbol 1" will be selected is 30 / 100 (=30%), the probability that "10-Round Probability Change Symbol 2" will be selected is 30 / 100 (=30%), and the probability that "10-Round Standard Symbol" will be selected is 40 / 100 (=40%). The magnitude of each distribution value corresponds to the selection ratio for each winning symbol using the jackpot symbol random number.
[0358] In either case, if the current jackpot result corresponds to the first special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number and selectively determines the winning symbol according to the selection ratio shown in the first special symbol jackpot stop symbol selection table. The first special symbol jackpot stop symbol selection table also specifies, for example, two-byte command data as the stop symbol command for the winning event, as shown in the third column from the left. The stop symbol command is written, for example, as a combination of MODE value and EVENT value. The MODE value "B1H" in the upper byte indicates that the current winning symbol was selected when the first special symbol jackpot occurred. The EVENT values "01H," "02H," and "03H" in the lower byte indicate the type of winning symbol in the selection table, respectively. For example, if the result of this jackpot corresponds to the first special symbol and "10-round special symbol 1" is selected as the winning symbol, the stopping symbol command at the time of winning will be written as "B1H01H".
[0359] As described above, when the main control CPU 72 selects a winning symbol from the first special symbol jackpot stop symbol selection table, it generates a stop symbol command for that symbol. The generated stop symbol command is sent to the performance control device 124, for example, in the performance control output process. In addition, the main control CPU 72 determines the stop symbol number for the first special symbol at the time of a jackpot based on the selected winning symbol.
[0360] [Number of chances] The second column from the right of the table for selecting the stop symbol when the first special symbol hits the jackpot shows the number of chances to be awarded after the jackpot game ends.
[0361] [When limiter is not reached] In this embodiment, if the game ball matches the "10-round probability change symbol 1" or the "10-round probability change symbol 2" and passes through the probability change area during a jackpot game, the number of probability changes will be 10,000. Note that if the game ball matches the "10-round probability change symbol 1" or the "10-round probability change symbol 2" but does not pass through the probability change area during a jackpot game, the number of probability changes will not be awarded (0 will be awarded).
[0362] [When limiter is reached] When the limiter is reached, even if the game ball passes through the probability variation area during a jackpot game, the number of probability variations is not given.
[0363] On the other hand, if the "10-round normal pattern" is encountered, it is difficult for the game ball to pass through the special zone during the jackpot game, so the number of special zones is not awarded.
[0364] [Number of time reductions] The right column of the first special symbol jackpot stop symbol selection table shows the number of time-saving times (limit number of times) that will be granted after the jackpot game ends.
[0365] [Winning during non-time-saving mode (non-time-saving mode)] In this embodiment, if the "10-round probability variation symbol 1" is selected and the game ball passes through the probability variation area during the jackpot game, the number of time-saving times will be 10,000. In addition, if the "10-round probability variation symbol 1" is selected but the game ball does not pass through the probability variation area during the jackpot game, the number of time-saving times will be 100.
[0366] In addition, if the "10-round probability variation pattern 2" is matched and the game ball passes through the probability variation area during the jackpot game, the number of time-saving times will not be awarded. This will cause a transition to a small win rush state (latent probability variation state). In addition, if the "10-round probability variation pattern 2" is matched but the game ball does not pass through the probability variation area during the jackpot game, 100 time-saving times will be awarded. On the other hand, if the "10-round normal pattern" is displayed, 100 time-saving times will be awarded.
[0367] [Winning during time-saving mode] If a prize is won during the time-saving period, the same number of time-saving prizes as in the case of a prize won during the normal period will be awarded. However, the number of time-saving prizes awarded may be different from that in the case of a prize won during the normal period.
[0368] [Second special symbol jackpot stop symbol selection table] 25 is a diagram showing an example of the configuration of the second special symbol jackpot stop symbol selection table. When the result of the current jackpot corresponds to the second special symbol, the main control CPU 72 determines the type of winning symbol by referring to this second special symbol jackpot stop symbol selection table (winning type determining means).
[0369] In the second special symbol jackpot stop symbol selection table, the left column also shows the distribution value for each winning symbol, with the distribution value "100" corresponding to the ratio when the denominator is 100. Similarly, the second column from the left shows the "10-round probability variable symbol 3" corresponding to the distribution value. When a jackpot corresponding to the second special symbol occurs, the probability that the "10-round probability variable symbol 3" will be selected is 100 out of 100 (=100%).
[0370] If the current jackpot result corresponds to the second special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number and selectively determines the winning symbol according to the selection ratio shown in the second special symbol jackpot stop symbol selection table. Similarly, the second special symbol jackpot stop symbol selection table also specifies, for example, two-byte command data as the stop symbol command for the winning event, as shown in the third column from the left. Here, the stop symbol command is written as a combination of MODE value and EVENT value. The MODE value "B2H" in the upper byte indicates that the current winning symbol was selected for the second special symbol jackpot. The EVENT value "01H" in the lower byte indicates the type of winning symbol in the selection table. For example, if the current jackpot result corresponds to the second special symbol and the "10-round probability variable symbol 3" is selected as the winning symbol, the stop symbol command would be written as "B2H01H."
[0371] As described above, when the main control CPU 72 selects a winning symbol from the second special symbol jackpot stop symbol selection table, it generates a stop symbol command for that time. The generated stop symbol command is sent to the performance control device 124, for example, in the performance control output process. In addition, the main control CPU 72 determines the stop symbol number for the second special symbol at the time of a jackpot based on the selected winning symbol.
[0372] [Number of chances] The second column from the right of the table for selecting the stop symbol when the second special symbol jackpot occurs shows the number of times the special symbol will be awarded after the jackpot game ends.
[0373] [When limiter is not reached] In this embodiment, if the "10-round probability variation symbol 3" is selected and the game ball passes through the probability variation area during the jackpot game, the number of probability variations will be 10,000. Note that if the "10-round probability variation symbol 3" is selected but the game ball does not pass through the probability variation area during the jackpot game, the number of probability variations will not be awarded.
[0374] [When limiter is reached] When the limiter is reached, even if the game ball passes through the probability variation area during a jackpot game, the number of probability variations is not given.
[0375] [Number of time reductions] The right column of the second special symbol jackpot stop symbol selection table shows the number of time-saving times (limit number of times) that will be granted after the jackpot game ends.
[0376] [Winning during non-time-saving mode (non-time-saving mode)] If the game corresponds to "10-round special pattern 3" during non-time-saving mode (non-time-saving state) and the game ball passes through the special area during a jackpot game, no time-saving number will be awarded. In addition, if the "10-round probability variation pattern 3" is matched but the game ball does not pass through the probability variation area during the jackpot game, the number of time-saving times will be awarded 100 times. Also, if the "10-round probability variation pattern 3" is matched but the game ball does not pass through the probability variation area during the jackpot game, the number of time-saving times may not be awarded (the number of time-saving times may be 0 times).
[0377] [Winning during time-saving mode] During the time-saving mode (time-saving state), if the "10-round special pattern 3" is displayed and the game ball passes through the special area during a jackpot game, 10,000 time-saving times will be awarded. In addition, whether during non-time-saving or time-saving mode, when the limiter is reached, even if the game ball passes through the special mode area, no special mode count will be awarded, so 100 time-saving modes will be awarded.
[0378] FIG. 26 is a diagram showing the winning symbols for small wins, the winning probability of small wins, and the opening pattern for small win games. The first special pattern lottery will not result in a small win. In the second special pattern lottery, there is a possibility of a small win, in which case the small win pattern will be selected as the winning pattern.
[0379] The probability of a small win in the first special symbol lottery is 0, and the probability of a small win in the second special symbol lottery is approximately 1 / 1 (for example, 317 / 319). The probability of a big win can be set to 1 / 319. The winning probabilities of a big win or small win can be changed as appropriate depending on the game specifications. A loss can also be set for the second special symbol lottery.
[0380] If a small win occurs in the second special symbol lottery, a small win game is executed based on a predetermined opening pattern (0.5 seconds x 1 opening). The second variable winning device 31 is an electric device that can transition to an open state in which the second large winning opening 31b is opened based on a predetermined opening pattern when a small win occurs.
[0381] The opening pattern of the second variable winning device 31 at the time of a small win is not limited to a one-time opening pattern, but may be set to a two-time opening pattern, a three-time opening pattern, or the like. However, regardless of which release pattern is set, the small win game will end within a certain time (for example, within 1.8 seconds).
[0382] [See Figure 18: Special symbol change pre-processing] Step S2412: Next, the main control CPU 72 executes a process for determining a fluctuation pattern at the time of a jackpot. In this process, the main control CPU 72 determines the fluctuation pattern (fluctuation time and stop display time) of the first special symbol or the second special symbol based on the fluctuation pattern determination random number shifted in the previous step S2200. In addition, the main control CPU 72 sets the determined value of the fluctuation time in the fluctuation timer, and also sets the value of the stop display time in the stop symbol display timer. Generally, in the case of a jackpot reach fluctuation, a longer fluctuation time is determined than in the case of a miss.
[0383] In this embodiment, when a jackpot is hit as a result of the internal lottery, a control is performed to generate, for example, a "reach effect" in the performance to indicate a jackpot. The "jackpot fluctuation pattern selection table" specifies fluctuation patterns corresponding to multiple types of "reach effects," and when a jackpot is hit, one of these fluctuation patterns is selected. Furthermore, when a jackpot is hit while the fluctuation time shortening function is activated, a fluctuation pattern with a short fluctuation time (a fluctuation pattern without a reach effect) may be selected instead of a fluctuation pattern with a long fluctuation time.
[0384] [Example of a fluctuation pattern selection table during a jackpot] FIG. 27 is a diagram showing an example of a variation pattern selection table (low probability non-time shortening state) at the time of the first special symbol jackpot. This selection table is a table used when the first special symbol lottery is won in a low-probability non-time-shortened state (variation pattern definition means). In this embodiment, the variation patterns are not differentiated according to the type of jackpot (winning symbol), but a dedicated variation pattern selection table may be used for each jackpot (the same applies below). This selection table is structured to store a "comparison value" and a "variation pattern number" in sets of one byte each, starting from the first address. The "comparison value" may have eight gradually different values, such as "101," "201," "211," "221," "231," "241," "251," and "255 (FFH)," and each "comparison value" is assigned a "variation pattern number" of "61" to "68."
[0385] The variation pattern numbers "61" to "68" all correspond to variation patterns in which a reach effect is performed and a win is achieved.
[0386] The main control CPU 72 sequentially compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (fluctuation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "62" as the corresponding fluctuation pattern number.
[0387] FIG. 28 is a diagram showing an example of a variation pattern selection table (low probability non-time shortening state) at the time of the second special symbol jackpot. This selection table is a table used when the second special symbol lottery is won in a low probability non-time shortened state (variation pattern definition means). This selection table is structured to store, for example, a "comparison value" and a "variation pattern number" in a set of one byte each, in order from the first address. The "comparison value" has, for example, eight gradually different values: "101", "201", "211", "221", "231", "241", "251", and "255 (FFH)", and each "comparison value" is assigned a "variation pattern number" of "71" to "78".
[0388] The variation pattern numbers "71" to "78" all correspond to variation patterns in which a win occurs without any reach effect being performed.
[0389] The main control CPU 72 sequentially compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (fluctuation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "72" as the corresponding fluctuation pattern number.
[0390] FIG. 29 is a diagram showing an example of a variation pattern selection table (low probability time shortening state / high probability time shortening state) at the time of the first special symbol jackpot. This selection table is a table used when the first special symbol lottery is won in a low probability time shortening state or a high probability time shortening state (variation pattern definition means). Also, this selection table has a structure in which, for example, "comparison value" and "variation pattern number" are stored as a set of one byte each, in order from the first address. For example, eight gradually different values "101", "201", "211", "221", "231", "241", "251", and "255 (FFH)" are provided for the "comparison value", and "variation pattern number" "81" to "88" are assigned to each "comparison value".
[0391] The fluctuation pattern numbers "81" to "88" all correspond to fluctuation patterns in which a reach effect is produced and a win is achieved.
[0392] The main control CPU 72 sequentially compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (fluctuation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "82" as the corresponding fluctuation pattern number.
[0393] FIG. 30 is a diagram showing an example of a variation pattern selection table (low probability time shortening state / high probability time shortening state) at the time of the second special symbol jackpot. This selection table is a table used when the second special symbol lottery is won in a low probability time shortening state or a high probability time shortening state (variation pattern definition means). Also, this selection table has a structure in which, for example, "comparison value" and "variation pattern number" are stored as a set of one byte each, in order from the first address. For example, eight gradually different values "101", "201", "211", "221", "231", "241", "251", and "255 (FFH)" are provided for the "comparison value", and "variation pattern number" "91" to "98" are assigned to each "comparison value".
[0394] The variation pattern numbers "91" to "98" all correspond to variation patterns in which a win occurs without any reach effect being performed.
[0395] The main control CPU 72 sequentially compares the acquired fluctuation pattern determination random number value with the "comparison values" in the fluctuation pattern selection table, and if the random number value is equal to or less than the comparison value, selects the fluctuation pattern number corresponding to that comparison value (fluctuation pattern determination means). For example, if the fluctuation pattern determination random number value at that time is "190," when compared with the first comparison value "101," the random number value exceeds the comparison value, so the main control CPU 72 compares the random number value with the next comparison value "201." In this case, because the random number value is equal to or less than the comparison value, the main control CPU 72 selects "92" as the corresponding fluctuation pattern number.
[0396] FIG. 31 is a diagram showing an example of a variation pattern selection table (high probability non-time shortening state) at the time of the first special symbol jackpot. This selection table is a table to be used when the first special symbol lottery is won in a high probability non-time shortened state (variation pattern defining means). In this table, all the same fluctuation patterns (fluctuation time is, for example, approximately 0.5 to 10.0 seconds) are set, and this selection table is configured to select one predetermined fluctuation pattern (non-reach fluctuation pattern 101).
[0397] Therefore, the main control CPU 72 selects "101" as the variation pattern number regardless of the value of the acquired variation pattern determination random number value.
[0398] FIG. 32 is a diagram showing an example of a variation pattern selection table (high probability non-time shortening state) at the time of the second special symbol jackpot. This selection table is a table to be used when the second special symbol lottery is won in a high probability non-time shortened state (variation pattern defining means). In this table, all the same fluctuation patterns (fluctuation time is, for example, approximately 0.5 to 10.0 seconds) are set, and this selection table is configured to select one predetermined fluctuation pattern (non-reach fluctuation pattern 102).
[0399] Therefore, the main control CPU 72 selects "102" as the variation pattern number regardless of the value of the acquired variation pattern determination random number value.
[0400] [See Figure 18: Special symbol change pre-processing] Step S2414: Next, the main control CPU 72 executes other setting processing when a jackpot occurs. In this process, if the type of winning pattern (pattern number that stops when a jackpot occurs) determined in the previous step S2410 is "10-round special pattern 1," "10-round special pattern 3 (only if won during time-saving)," or "10-round normal pattern," the main control CPU 72 sets the value (01H) to the variable time reduction function activation flag as a game status flag stored in the flag area of RAM 76 (time-saving state transition means, variable time reduction function activation means, advantageous state transition means).
[0401] Furthermore, in the processing of step S2414, the main control CPU 72 determines the display mode of the stop pattern (jackpot pattern) by the first special pattern display device 34 or the second special pattern display device 35 based on the stop pattern number at the time of the jackpot. In addition, the main control CPU 72 generates a lottery result command (at the time of the jackpot) together with the stop pattern command (at the time of the jackpot). These stop pattern command and lottery result command are also transmitted to the performance control device 124 in the performance control output processing.
[0402] Next, we will explain the processing when a small win occurs. Step S2407: The main control CPU 72 executes a process for determining a symbol to be stopped at the time of a small win. In this process, the main control CPU 72 determines the type of winning symbol at the time of a small win (symbol number to be stopped at the time of a small win) based on the jackpot symbol random number. Here, too, the relationship between the jackpot symbol random number value and the type of winning symbol at the time of a small win is specified in advance in a special symbol selection table at the time of a small win (winning type specifying means). In this embodiment, the winning symbol at the time of a small win is determined using the jackpot symbol random number to reduce the load on the main control CPU 72, but a separate dedicated random number may also be used.
[0403] [Winning design for small wins] The winning symbol for a small win may be only one type, a "small win symbol that opens once," or other types such as a "small win symbol that opens twice" or a "small win symbol that opens three times" may be prepared. The "small win" as a result of the internal lottery can be set to a "small win symbol that opens once" without being bound by the rule of "two rounds (two opens) or more."
[0404] Step S2408: Next, the main control CPU 72 executes a process for determining a fluctuation pattern at the time of a small win. In this process, the main control CPU 72 determines the fluctuation pattern (fluctuation time and stop display time) of the first special symbol or the second special symbol based on the fluctuation pattern determination random number shifted in the previous step S2200 (fluctuation pattern selection means). In addition, the main control CPU 72 sets the determined value of the fluctuation time in the fluctuation timer, and sets the value of the stop display time in the stop symbol display timer. In this embodiment, in the case of a small win, it is possible to select a reach fluctuation pattern, or it is possible to select a fluctuation pattern equivalent to that at the time of a loss normal fluctuation.
[0405] FIG. 33 is a diagram showing a variable pattern selection table (low probability non-time shortening) at the time of the second special symbol small hit. This selection table is a table used at the time of a small win with low probability and non-time shortening in the second special symbol lottery (variation pattern defining means). In this table, all the same fluctuation patterns (fluctuation time is a specified time (for example, a period of several minutes to several hours)) are set, and this selection table is configured to select one predetermined fluctuation pattern (non-reach small hit fluctuation pattern 201) (fluctuation time specification means).
[0406] Therefore, the main control CPU 72 selects "201" as the variation pattern number regardless of the value of the acquired variation pattern determination random number value.
[0407] FIG. 34 is a variation pattern selection table (low probability time shortening state, high probability time shortening state, high probability non-time shortening state) when the second special symbol is small hit. This selection table is a table used at the time of a small win with the second special symbol in a low probability time shortening state, a high probability time shortening state, or a high probability non-time shortening state (variation pattern defining means). In this table, all the same fluctuation patterns (fluctuation time is, for example, about 0.5 to 10.0 seconds) are set, and this selection table is configured to select one predetermined fluctuation pattern (non-reach small hit fluctuation pattern 202).
[0408] Therefore, the main control CPU 72 selects "202" as the variation pattern number regardless of the value of the acquired variation pattern determination random number value.
[0409] [See Figure 18: Special symbol change pre-processing] Step S2409: Next, the main control CPU 72 executes other setting processing for a small win. In this processing, the main control CPU 72 determines the display mode of the stopped symbol (small win symbol) by the first special symbol display device 34 or the second special symbol display device 35 based on the stopped symbol number for a small win. In addition, the main control CPU 72 generates a stopped symbol command and a lottery result command (for a small win) to be sent to the performance control device 124. These stopped symbol command and lottery result command are also sent to the performance control device 124 in the performance control output processing.
[0410] Step S2415: Next, the main control CPU 72 executes special symbol variation start processing. In this processing, the main control CPU 72 selects variation pattern data based on the variation pattern number (miss / win). At the same time, the main control CPU 72 sets a variation start flag for the special symbol in the flag area of the RAM 76. Then, the main control CPU 72 generates a variation start command to be sent to the performance control device 124. This variation start command is also sent to the performance control device 124 in the above-mentioned performance control output processing.
[0411] Step S2416: The main control CPU 72 executes a process for managing the number of times counter value. In this process, the main control CPU 72 executes a process for updating the number of times counter value. Details of the process will be described later. In addition, such a process may be executed during the process for displaying the special symbol stop.
[0412] After completing the above steps, the main control CPU 72 sets the special symbol varying process (step S3000 or step S3900) as the next jump destination, and returns to the special symbol game process.
[0413] [Figure 15, Figure 16: Processing during special pattern change] In the special symbol variable process (step S3000 or step S3900), the main control CPU 72 loads the variable timer value set as described above from the register into the timer counter, and then decrements the timer counter value according to the passage of time (the number of clock pulse counts or the value of the interrupt counter).Then, while referring to the timer counter value, the main control CPU 72 controls the variable display of the special symbol (first special symbol or second special symbol) that is the object of control until the timer counter value reaches 0.When the timer counter value reaches 0, the main control CPU 72 sets the special symbol stop display process (step S4000 or step S4900) as the next jump destination.
[0414] This process also determines whether to activate the skip function, and if it is determined in the previous big win or small win determination of the special symbol variation pre-processing that one special symbol is in the middle of a miss variation and the other special symbol corresponds to a big win or small win, the skip function is activated for one special symbol. The activation of this skip function forcibly ends the variation display of one special symbol.
[0415] [Figure 15, Figure 16: Processing during special symbol stop display] In the special symbol stop display processing (step S4000 or step S4900), the main control CPU 72 controls the stop display of the special symbol based on the stop symbol determined in the stop symbol determination processing (step S2092, step S2404, step S2407, step S2410 in FIG. 18). In addition, the main control CPU 72 generates a symbol stop command to be sent to the performance control device 124. The symbol stop command is sent to the performance control device 124 in the performance control output processing described above. When the stopped symbol is displayed for a predetermined time in the special symbol stop display processing, the main control CPU 72 erases the symbol change flag.
[0416] Here, the execution conditions for the big win determination process (step S2300) and the small win determination process (step S2302) will be briefly explained.
[0417] [Internal lottery table] FIG. 35 is a diagram showing a correspondence table for the internal lottery. The internal lottery correspondence table shows that when the corresponding special symbol executes the internal lottery jackpot lottery (jackpot determination process) or small jackpot lottery (small jackpot determination process), whether or not to execute it is determined based on the state of the other special symbol.
[0418] If the other special symbol is "in the middle of a big win change (the change display when the big win flag is 01H)", the big win lottery and small win lottery will not be executed in the internal lottery for that special symbol. Therefore, the result of the internal lottery for that special symbol will be "miss".
[0419] Similarly, when the other special symbol is "in the midst of a small win fluctuation (during the fluctuation display when the small win flag is 01H)", the big win lottery and small win lottery may not be executed in the internal lottery for that special symbol. In this case, the result of the internal lottery for that special symbol will be a "miss". In addition, when "in the midst of a small win fluctuation (during the fluctuation display when the small win flag is 01H)", a method of executing the big win lottery and small win lottery may be adopted.
[0420] On the other hand, if the other special symbol is "in a miss variation (a variation display when the big hit flag or small hit flag is 00H)", in the internal lottery for that special symbol, the big hit lottery is executed first, and if there is no big hit, the small hit lottery is executed. Therefore, the result of the internal lottery for that special symbol will be either a "big hit", a "small hit", or a "miss". Note that during a miss variation, the waiting for variation and the stop display are included.
[0421] In this way, when one special symbol is "in the middle of a big win fluctuation" (or "in the middle of a small win fluctuation"), the big win lottery or small win lottery will not be executed for the other special symbol, and as a result, the big win game or small win game will not be executed. In other words, when one special symbol is "in the middle of a big win fluctuation" (or "in the middle of a small win fluctuation"), the other special symbol will essentially be in a state where no lottery for a big win or small win will be executed.
[0422] [Number of cut-off counter value management process] 36 is a flowchart showing an example of a procedure for managing the number of times counter value, which will be described below in accordance with the example procedure.
[0423] Step S2420: The main control CPU 72 executes a process of loading the number of times counter value. The "number of times counter value" is set in the probability variable count area and time-saving count area of the RAM 76 in the "high probability state" and the "time-saving state," respectively. In this embodiment, when transitioning to the "high probability non-time-saving state," the number of times counter for the high probability state is set to a predetermined value (e.g., 10,000 times), but the number of times counter for the time-saving state is not set. Furthermore, when transitioning to the "low probability time-saving state," the number of times counter for the high probability state is not set, and the number of times counter for the time-saving state is set to a predetermined value (e.g., 100 times). Furthermore, when transitioning to the "high probability time-saving state," the number of times counter for the high probability state is set to a predetermined value (e.g., 10,000 times), and the number of times counter for the time-saving state is also set to a predetermined value (e.g., 10,000 times).
[0424] Step S2422: The main control CPU 72 checks whether the loaded counter value is 0. At this time, if the number of times limit counter value is already 0 (Yes), the main control CPU 72 returns to the special symbol game processing. On the other hand, if the number of times limit counter value is not 0 (No), the main control CPU 72 generates a number of times limit counter value command (time reduction number of times designation command, special number of times designation command, ST number of times designation command, etc.), and then executes step S2424.
[0425] Step S2424: The main control CPU 72 decrements (subtracts 1 from) the number of cut-off counter value. Step S2426: Then, the main control CPU 72 determines whether the subtraction result is 0. If the subtraction result shows that the value of the number-of-times-off counter is 0 (Yes), the main control CPU 72 executes step S2428. On the other hand, if the value of the number-of-times-off counter is not 0 (No), the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 18).
[0426] Step S2428: The main control CPU 72 executes a process to reset flags when the count-off function is activated. In this embodiment, when a transition is made to the "high-probability non-time-shortening state," the count-off counter for the high-probability state is set to a predetermined value (e.g., 10,000 times), so only the probability fluctuation function activation flag is reset in this case. Also, when a transition is made to the "low-probability time-shortening state," the count-off counter for the time-shortening state is set to a predetermined value (e.g., 100 times), so only the variable time-shortening function activation flag is reset in this case. Note that when a transition is made to the "high-probability time-shortening state," the count-off counter for the time-shortening state is set to a predetermined value (e.g., 10,000 times), and the count-off counter for the high-probability state is also set to a predetermined value (e.g., 10,000 times), so only the probability fluctuation function activation flag and the variable time-shortening function activation flag are reset in this case; however, the probability of a situation occurring in which the special symbol fluctuates 10,000 times without a winning result being obtained is extremely low.
[0427] After the above processing is completed, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 18).
[0428] [Special pattern memory area shift processing] FIG. 37 is a flowchart showing an example of the procedure for the special symbol memory area shift process. The contents of the special symbol memory area shift process can be common to the processing of the first special symbol and the processing of the second special symbol. However, when the following procedure is applied to the first special symbol, the object of control is the first special symbol, and when applied to the second special symbol, the object of control is the second special symbol. Each procedure will be explained below.
[0429] Step S2210: First, the main control CPU 72 shifts the random number storage area of the RAM 76 corresponding to the special symbol to be controlled. Note that the specific contents of the process are as already described in the special symbol variation pre-processing.
[0430] Step S2212: The main control CPU 72 also subtracts (-1) from the value of the operating memory counter for the special symbol to be controlled. For example, if the special symbol to be controlled is the first special symbol, the main control CPU 72 subtracts (-1) from the value of the operating memory counter corresponding to the first special symbol, and if the special symbol to be controlled is the second special symbol, the main control CPU 72 subtracts (-1) from the value of the operating memory counter corresponding to the second special symbol.
[0431] Step S2214: Next, the main control CPU 72 sets the "number of activation memories at the time of starting variation" for the special symbol to be controlled from the value of the activation memory counter after subtraction.
[0432] Step S2216: The main control CPU 72 also sets an effect command for when the number of working memories decreases for the special symbol to be controlled. The effect command set here is also generated as a one-word command, but its configuration is in contrast to the "effect command for when the number of working memories increases" described above. That is, the effect command for when the number of working memories decreases adds a value in the lower byte (e.g., "00H" to "03H") representing the number of working memories after the decrease to the preceding value in the upper byte (e.g., "BBH") representing the command type, and further adds (logically ORs) an additional value (e.g., "10H") representing "a decrease in the number of working memories due to consumption" to the value in the lower byte. Therefore, when the additional value "10H" is logically ORed with the lower byte, the second digit becomes "1," and this value represents "the result of a decrease in the number of working memories (change information)." In other words, if the lower byte of the command is "13H," it means that the previous activation memory count of "4" (command notation "14H") has decreased by one, resulting in the current activation memory count being "3" (command notation "13H"). Similarly, if the lower byte is "12H" to "10H," it means that the previous activation memory count of "3" to "1" (command notation "13H" to "11H") has decreased by one, resulting in the current activation memory count being "2" to "0" (command notation "12H" to "10H"). Note that the preceding value "BBH" above indicates that the current effect command is an activation memory count command for the first special symbol. If the controlled object is a second special symbol, the preceding value will be a value indicating that the activation memory count command for the second special symbol (e.g., "BCH").
[0433] Step S2218: The main control CPU 72 then executes a performance command output process. This process is for transmitting a performance command for the special symbols to be controlled, which were set in the previous step S2216, when the number of activation memories decreases to the performance control device 124 (memory number notification means). After completing the above steps, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 18).
[0434] Figure 38 is a flowchart showing an example of the procedure for processing during special symbol fluctuation. Each procedure will be explained below. The contents of the processing during special symbol fluctuation described below can be common to the first special symbol game processing (Figure 15) and the second special symbol game processing (Figure 16). In other words, when the following procedure is applied to the first special symbol game processing, the object of control is the first special symbol, and when applied to the second special symbol game processing, the object of control is the second special symbol.
[0435] Step S3100: The main control CPU 72 subtracts the value of the variable timer for the special symbol to be controlled (decrements the value corresponding to the interrupt period).
[0436] Step S3200: Then, the main control CPU 72 determines whether the stop display time has ended based on the value of the variable timer that has been subtracted this time. Specifically, if the value of the variable timer is not equal to or less than 0, the main control CPU 72 determines that the variable display time has not yet ended (No). In this case, the main control CPU 72 returns to the special symbol game processing, and also in the next interrupt cycle, jumps from the execution selection processing (step S1000b in FIG. 15 or step S1900b in FIG. 16) and repeatedly executes the special symbol variable display processing.
[0437] On the other hand, if the value of the variable timer is equal to or less than 0, the main control CPU 72 determines that the variable display time has ended (Yes). In this case, the main control CPU 72 next executes step S3300.
[0438] Step S3300: The main control CPU 72 checks whether the value (01H) is set in the jackpot flag for the special symbol to be controlled. If the value (01H) is set in the jackpot flag (Yes), the main control CPU 72 then executes step S3400. On the other hand, if the value (01H) is not set in the jackpot flag (No), the main control CPU 72 executes step S3600.
[0439] Step S3400: The main control CPU 72 checks whether the other special symbol is currently being displayed in a variable manner. This check process is executed to check whether it is necessary to activate the skip function for the other special symbol (to forcibly terminate the other losing variation) when the variable display of the target special symbol ends upon a jackpot win. If it is confirmed that the other special symbol is currently being displayed in a variable manner (Yes), the main control CPU 72 determines that it is necessary to activate the skip function for the other special symbol and then executes step S3500. On the other hand, if it is not confirmed that the other special symbol is currently being displayed in a variable manner (No), the other special symbol is not currently being displayed in a variable manner, and there is no need to activate the skip function, so the main control CPU 72 then executes step S3600.
[0440] Step S3500: The main control CPU 72 executes a process to activate the skip function for the other special symbol. That is, the main control CPU 72 executes a process to end the variable display for the other special symbol. Specifically, the main control CPU 72 sets the value of the variable timer for the other special symbol to 0.
[0441] Step S3600: The main control CPU 72 executes special symbol variation end processing. In this processing, as the variable display of the special symbol to be controlled ends, a value (01H) is set to the special symbol stop display flag in the flag area of the RAM 76. In addition, the main control CPU 72 sets the special symbol stop display processing (step S4000 or step S4900) as the next jump destination. After completing the above steps, the process returns to the first special symbol game processing (Fig. 15) or the second special symbol game processing (Fig. 16).
[0442] The probability of winning a jackpot in the gaming machine of this embodiment is set as follows: For example, when the game state is normal (when the probability of winning the special symbol lottery is low), the probability of winning is set to about 1 in 319. Also, when the game state is favorable (when the probability of winning the special symbol lottery is high), the probability of winning is set to about 1 in 100.
[0443] [Skip function and variable time measurement pause function] Below, we will explain in detail the skip function that forcibly stops the changing display midway on the first special pattern display device 34 or the second special pattern display device 35, and the function that temporarily stops the measurement of the changing time of the first special pattern display device 34.
[0444] FIG. 39 is a timing chart showing the change in the variable display of the first special symbol and the second special symbol. Of these, Figure 39 (A) shows an example of "skip function and variable time measurement pause function not operating," and is a timing chart showing the changes in each variable display when the skip function and variable time measurement pause function do not operate, in the case where the first special symbol starts to display a variable corresponding to a miss while the second special symbol is displaying a variable corresponding to a jackpot.
[0445] Also, (B) in Figure 39 shows an "example of operation of the variable time measurement pause function," which is a timing chart showing the changes in each variable display when the variable time measurement pause function is activated in the case where the first special pattern starts to display a variable corresponding to a miss while the second special pattern is displaying a variable corresponding to a small hit.
[0446] Furthermore, (C) in Figure 39 shows an "example of skip function operation," which is a timing chart showing the changes in each variable display when the skip function is activated when the first special symbol starts to display a variable display corresponding to a jackpot during the variable display when the second special symbol is missing. The skip function and the variable time measurement pause function will be explained using these timing charts (A) to (C) as examples.
[0447] [Figure 39 (A): Example of each function not working] At time t0, the state of each special symbol is such that the first special symbol is waiting to change, and the second special symbol is displaying a change when a jackpot occurs.
[0448] Then, at time t1, an internal lottery for the first special symbol is executed upon the entry of a gaming ball into the start winning slot corresponding to the first special symbol, and a variable display is initiated on the first special symbol display device 34 based on the result of the internal lottery. Here, since the second special symbol is being displayed as a variable display for a jackpot, a jackpot lottery and a small jackpot lottery are not executed in the internal lottery for the first special symbol. Therefore, the result of the internal lottery corresponds to a loss. In the illustrated example, a loss (non-win) is selected as the result of the internal lottery for the first special symbol, the variable time for the first special symbol is set between t1 and t2, and the variable display is set to end at time t2. Specifically, the time from t1 to t2 is set in a variable timer for the first special symbol. The variable timer represents the time during which the variable display can be executed, and the time during which the variable display was executed is subtracted from the variable timer. The variable display ends when the variable timer reaches 0.
[0449] Next, at time t2, the variable timer for the first special symbol reaches 0, so the variable display for the first special symbol ends, and the first special symbol is displayed as stopped in a manner corresponding to a miss. Note that the result of the internal lottery for the stopped and displayed first special symbol is a non-win, so the skip function does not operate for the second special symbol. Therefore, the variable display for the second special symbol continues. In other words, the variable timer for the second special symbol (when a jackpot occurs) is not replaced.
[0450] As described above, in this embodiment, even if a game ball enters the start winning slot for one special symbol during the variable display of the other special symbol at the time of a jackpot (or a minor jackpot), the jackpot lottery of the internal lottery for the other special symbol is not executed. In other words, when one special symbol is in the variable display during a jackpot, the other special symbol is in a non-lottery state.
[0451] [Figure 39 (B): Example of variable time measurement pause function operation] At time t0, the state of each special symbol is that the first special symbol is waiting to change, and the second special symbol is displaying a change when a small win occurs.
[0452] Then, at time t1, an internal lottery for the first special symbol is executed upon the entry of a gaming ball into the start winning slot corresponding to the first special symbol, and a variable display is initiated on the first special symbol display device 34 based on the result of the internal lottery. Here, since the second special symbol is being displayed as a variable display for a small win, a big win lottery or a small win lottery is not executed in the internal lottery for the first special symbol. Therefore, the result of the internal lottery corresponds to a loss. In the illustrated example, a loss is selected as the result of the internal lottery for the first special symbol, and the variable time for the first special symbol is set between t1 and t2, with the variable display set to end at time t2. Specifically, the time from t1 to t2 is set in a variable timer for the first special symbol. The variable timer represents the time during which the variable display can be executed, and the time during which the variable display was executed is subtracted from the variable timer. The variable display ends when the variable timer reaches 0.
[0453] However, here, it is assumed that the fluctuation of the second special symbol at the time of the small win ends at time tx, which is a time between times t1 and t2. Then, the small win game for the second special symbol is executed after time tx. Here, it is assumed that the small win game is executed from time tx to time t2. Then, the fluctuation time measurement pause function is activated, and the measurement of the fluctuation time of the first special symbol is paused. Then, the end of the small win game at time t2 is triggered, and the measurement of the remaining fluctuation time is resumed.
[0454] As described above, in this embodiment, even if a game ball enters the start entry slot for one special symbol during the variable display of a small win for the other special symbol, the jackpot lottery and small win lottery among the internal lotteries for the other special symbol are not executed. When a small win game using one special symbol starts, the measurement of the variable time for the other special symbol is temporarily stopped, and then, after the small win game ends, the measurement of the variable time for the other special symbol is resumed. Note that a small win lottery or a jackpot lottery may be executed during the variable win game.
[0455] (Figure 39 (C): Example of skip function operation) The state of each special symbol at time t0 indicates that the first special symbol is in a waiting state for change, and the second special symbol is in a state of displaying a change when a miss occurs.
[0456] Then, at time t1, an internal lottery for the first special symbol is executed upon the entry of a gaming ball into the start winning slot corresponding to the first special symbol, and the first special symbol display device 34 starts displaying a variable display based on the result of the internal lottery. Here, since the second special symbol is displaying a variable display when a miss occurs, the internal lottery for the first special symbol first executes a jackpot lottery, and if a jackpot is not obtained, a small jackpot lottery is executed. In other words, this indicates that the first special symbol is in a state where a jackpot lottery can be executed. Therefore, the result of the internal lottery will be a jackpot, a small jackpot, or a miss. Note that if a small jackpot is not selected in the first special symbol lottery, a jackpot or a miss will be obtained. In the illustrated example, a jackpot is selected as the result of the internal lottery for the first special symbol, the variable time for the first special symbol is set between t1 and t2, and the variable display is set to end at time t2. Specifically, the time from time t1 to t2 is set in the variable timer for the first special symbol. The variable timer represents the time during which the variable display can be executed, and the time during which the variable display is executed is subtracted from the variable timer, and the variable display ends when the variable timer reaches 0.
[0457] Next, at time t2, the variable display for the first special symbol reaches 0, and the variable display for the first special symbol ends, and the first special symbol is displayed stationary in a manner corresponding to a jackpot. Note that the result of the internal lottery for the stationary first special symbol is a jackpot, and furthermore, the variable display for the second special symbol is being executed, so the skip function is activated. Then, with the activation of this skip function, the variable display for the second special symbol in the event of a miss or minor win is terminated (forced termination means). Specifically, the variable timer for the second special symbol is replaced with 0. Therefore, the set variable time is skipped. Note that the variable display for the skipped second special symbol in the event of a miss is not executed again, unlike the operation example in FIG. 39 (B).
[0458] As described above, in this embodiment, if a gaming ball enters the start winning slot for one special symbol while the other special symbol is displaying a losing combination, a jackpot lottery or a small jackpot lottery is executed in the internal lottery for the other special symbol. In other words, when one special symbol is not displaying a losing combination or a small jackpot, a jackpot lottery or a small jackpot lottery is possible for the other special symbol. For example, as described above, if a gaming ball enters the start winning slot for the first special symbol while the second special symbol is displaying a losing combination or while the second special symbol is waiting to change, the jackpot lottery is executed first, followed by the small jackpot lottery, in the internal lottery for the first special symbol. Furthermore, if the variable display for one special symbol (second special symbol) when there is a miss or small win begins and ends after the variable display for the other special symbol (first special symbol) when there is a big win, the variable display for that special symbol (second special symbol) will be skipped, and the variable display can be forcibly ended.
[0459] [Special symbol stop display processing] 40 is a flowchart showing an example of the procedure for the special symbol stop display processing (step S4000 in FIG. 15 or step S4900 in FIG. 16). Each procedure will be explained below. The contents of the special symbol stop display processing described below can also be common to the first special symbol game processing and the second special symbol game processing. In other words, when the following procedure is applied to the first special symbol game processing, the control target is the first special symbol, and when applied to the second special symbol game processing, the control target is the second special symbol.
[0460] Step S4100: The main control CPU 72 subtracts (decrements by the interruption period) the value of the stopped symbol display timer for the special symbol to be controlled.
[0461] Step S4200: Then, the main control CPU 72 determines whether the stopped display time has ended based on the value of the stopped symbol display timer that has been subtracted this time. Specifically, if the value of the stopped symbol display timer is not equal to or less than 0, the main control CPU 72 determines that the stopped display time has not yet ended (No). In this case, the main control CPU 72 returns to the special symbol game process, and also in the next interrupt cycle, jumps from the execution selection process (step S1000c in FIG. 15 or step S1900b in FIG. 16) and repeatedly executes the special symbol stopped display process.
[0462] On the other hand, if the value of the stopped symbol display timer is equal to or less than 0, the main control CPU 72 determines that the stopped display time has ended (Yes). In this case, the main control CPU 72 next executes step S4250.
[0463] Step S4250: The main control CPU 72 generates a symbol stop command and a stop display time end command. The symbol stop command and the stop display time end command are sent to the performance control device 124 in the performance control output process described above. The main control CPU 72 also erases the symbol changing flag here. The "stop display time end command" is a command indicating that the stop display time of the special symbol has ended (passed).
[0464] Step S4300: The main control CPU 72 checks whether the value of the small win flag (01H) is set or not.
[0465] Step S4603: If it is confirmed that the value of the small win flag (01H) is set (step S4300: Yes), the main control CPU 72 checks whether the other special symbol is being displayed in a variable manner. This check process is executed to check whether it is necessary to activate the variable time measurement pause function for the other special symbol when the variable display of the target special symbol at the time of a small win ends.
[0466] If it is confirmed that the other special symbol is being displayed in a variable manner (Yes), the main control CPU 72 next executes steps S4604a and S4604b, assuming that it is necessary to activate the variable time measurement pause function for the other special symbol. On the other hand, if it is not confirmed that the other special symbol is being displayed in a variable manner (No), the main control CPU 72 next executes step S4605, assuming that the other special symbol is not being displayed in a variable manner and that it is not necessary to activate the variable time measurement pause function.
[0467] Step S4604a: The main control CPU 72 executes a process to activate a function to temporarily suspend the measurement of the variable time for the other special symbol, that is, a process to save the variable information for the other special symbol. Specifically, the main control CPU 72 executes a process to save the current value of the variable timer (value of the remaining variable time) and information on the stopped symbol to the RAM 76 in order to temporarily stop the measurement of the variable time for the first special symbol.
[0468] Step S4604b: The main control CPU 72 executes a process of turning on the variable time measurement paused flag stored in the RAM 76 (variable time measurement pause means). This causes the measurement of variable time to be paused.
[0469] Step S4605: The main control CPU 72 sets the address of the variable winning device management process when a small win occurs as the jump destination address of the jump table.
[0470] Step S4606: Then, the main control CPU 72 sets "small win start (small win game in progress)" as an internal state flag for the special symbol to be controlled. Also, the main control CPU 72 generates a state command indicating that a small win game is in progress for the special symbol to be controlled. The state command indicating that a small win game is in progress is sent to the effect control device 124 in the effect control output process.
[0471] Step S4600: Next, the main control CPU 72 checks whether the value of the jackpot flag (01H) is set. If the value of the jackpot flag (01H) is set (Yes), the main control CPU 72 next executes step S4350.
[0472] [When elected] Step S4350: The main control CPU 72 sets the jump destination of the jump table for the special symbol to be controlled to "variable winning device management process at the time of big win." In addition, the main control CPU 72 executes a process to deactivate various functions in this process. Specifically, the probability fluctuation function is deactivated, and the fluctuation time shortening function is deactivated. As a result, before the special game (big role) starts, the state is shifted to a low probability non-time shortening state.
[0473] Step S4400: Then, the main control CPU 72 sets "big role start (jackpot game in progress)" as an internal status flag for control. The main control CPU 72 also sets the value of the continuous operation count status according to the type of jackpot symbol. For example, if the type of jackpot symbol is "10-round probability variable symbols 1-3" or "10-round normal symbol," the continuous operation count status is set to a value corresponding to "10 rounds." The main control CPU 72 also generates a status command indicating that a jackpot is occurring for the special symbol to be controlled. The status command indicating that a jackpot is occurring is sent to the performance control device 124 in the performance control output process.
[0474] Step S4500: Then, the main control CPU 72 generates a continuous operation count command. The continuous operation count command can be generated based on the type of jackpot symbol (stop symbol number) determined in the previous jackpot stop symbol determination process (step S2410 in FIG. 18). For example, if the type of jackpot symbol is "10-round probability variable symbols 1 to 3" or "10-round normal symbol," the continuous operation count command is generated as a value representing "10 rounds." The generated continuous operation count command is transmitted to the effect control device 124 in the effect control output process. When the above steps are completed in the event of a jackpot, the main control CPU 72 returns to the special symbol game process.
[0475] [If not elected] On the other hand, if the winner is not selected, the following procedure is executed. That is, if the main control CPU 72 determines in step S4300 that the value of the small hit flag (01H) is not set (No), it then executes step S4600. If the value of the jackpot flag (01H) is not set and the result is simply a miss (No), the main control CPU 72 next executes step S4602.
[0476] Step S4602: The main control CPU 72 sets the address of the special symbol variation pre-processing as the jump destination address of the jump table.
[0477] Then, when the processing of step S4500, step S4602 or step S4606 is completed, the main control CPU 72 returns to the special symbol game processing (FIG. 15 or FIG. 16).
[0478] [Display output management processing] 41 is a flowchart showing an example of the configuration of the display output management process (step S210 in FIG. 10) executed in the interrupt management process. The display output management process includes subroutines of a special symbol display setting process (step S1200), a normal symbol display setting process (step S1210), a status display setting process (step S1220), an operation memory display setting process (step S1230), and a continuous operation count display setting process (step S1240).
[0479] Of these, the special pattern display setting process (step S1200), the normal pattern display setting process (step S1210), and the operation memory display setting process (step S1230) are processes that, as already mentioned, generate and output drive signals to be applied to each LED of the first special pattern display device 34, the second special pattern display device 35, the normal pattern display device 33, the normal pattern operation memory lamp 33a, the first special pattern operation memory lamp 34a, and the second special pattern operation memory lamp 35a.
[0480] The status display setting process (step S1220) and the continuous operation count display setting process (step S1240) are processes for generating and outputting drive signals to be applied to each LED of the game status display device 38. First, in the status display setting process, the main control CPU 72 controls the lighting of the probability variation status indicator lamp 38d and the time-saving status indicator lamp 38e according to the value of the probability variation function activation flag or the time-saving function activation flag, respectively. For example, if the value (01H) is set in the probability variation function activation flag when the pachinko machine 1 is powered on, the main control CPU 72 outputs a lighting signal to the LED corresponding to the probability variation status indicator lamp 38d. Note that the probability variation status indicator lamp 38d remains lit until a jackpot game involving a special symbol is started or until the probability variation function is turned off after the special symbol variation display has been performed a predetermined number of times, and then it is switched off (turned off). On the other hand, if the variable time reduction function activation flag is set to a value (01H), the main control CPU 72 outputs a lighting signal to the LED corresponding to the time reduction status indicator lamp 38e, regardless of whether the power is on or not. Furthermore, the main control CPU 72 controls the lighting of the launch position designation lamp 38f according to the special game management status. In this case, the main control CPU 72 determines the launch direction of the game ball (launch direction determination means) according to the progress of the game (values of the special game management status, etc., and internal status). For example, when the game state is a left-hand shot game state (low-probability non-time reduction state), the main control CPU 72 determines that the game ball should be launched into the first game area (left-hand shot area). On the other hand, when the gaming state is a right-hit gaming state (when the gaming state is a low-probability time-shortening state, a high-probability time-shortening state, a high-probability non-time-shortening state, a big hit gaming state, or a small hit gaming state), the main control CPU 72 determines that the gaming ball should be shot into the second gaming area (right-hit area). Then, when the main control CPU 72 determines that the gaming state is a right-hit gaming state, it outputs a lighting signal to the LED corresponding to the launch position designation lamp 38f. In this process, the main control CPU 72 executes a process to generate a launch position designation command. The launch position designation command includes information that identifies whether the gaming state is a left-hit gaming state or a right-hit gaming state.The generated launch position designation command is transmitted to the performance control device.
[0481] Furthermore, the main control CPU 72 controls the illumination of the jackpot type indicator lamps 38a, 38b during the continuous operation count display setting process. Specifically, the main control CPU 72 outputs an illumination signal to one of the jackpot type indicator lamps 38a, 38b based on the value of the continuous operation count status. At this time, the illumination signal is output to one of the indicator lamps 38a, 38b corresponding to the jackpot symbol specified by the value of the continuous operation count status. For example, if the value of the continuous operation count status specifies "10 rounds," the main control CPU 72 outputs an illumination signal to the lamp 38b representing "10 rounds (10R)." Furthermore, in this embodiment, there are no jackpots other than 10-round jackpots. However, if there is a jackpot other than a 10-round jackpot, such as a 4-round jackpot, and the value of the continuous operation count status specifies "4 rounds," the main control CPU 72 outputs an illumination signal to the lamp 38b representing "4 rounds (4R)." In addition, as in this embodiment, when there is only one type of jackpot (when there is only a 10-round jackpot), the jackpot type display lamp does not need to be turned on.
[0482] [Variable winning device management process at the time of big win] Next, we will explain the details of the variable winning device management process when a jackpot occurs. 42 is a flowchart showing an example of the configuration of the variable winning device management process at the time of a jackpot. The variable winning device management process at the time of a jackpot is configured to include a group of subroutines: a game process selection process at the time of a jackpot (step S5100), a large winning opening opening pattern setting process at the time of a jackpot (step S5200), a large winning opening opening / closing operation process at the time of a jackpot (step S5300), a large winning opening closing process at the time of a jackpot (step S5400), and a jackpot termination process (step S5500).
[0483] Step S5100: In the jackpot game process selection process, the main control CPU 72 selects the jump destination of the process to be executed next (one of steps S5200 to S5500). That is, the main control CPU 72 selects the program address of the process to be executed next from the jump table as the jump destination address, and sets the end of the jackpot variable winning device management process as the return address in the stack pointer. Which process is selected as the next jump destination depends on the progress of the processes that have been carried out so far. For example, if the operation (opening / closing operation) of the first variable winning device 30 or the second variable winning device 31 has not yet begun, the main control CPU 72 selects the jackpot large winning opening pattern setting process (step S5200) as the next jump destination. On the other hand, if the process for setting the large prize opening pattern at the time of a jackpot has already been completed, the main control CPU 72 selects the process for opening and closing the large prize opening at the time of a jackpot (step S5300) as the next jump destination, and if the process for opening and closing the large prize opening at the time of a jackpot has been completed, it selects the process for closing the large prize opening at the time of a jackpot (...
Claims
[Claim 1] a special element display means for displaying a special element at a predetermined opportunity and hiding the special element after a certain period of time has elapsed; a covering element display means for displaying a transparent or semi-transparent covering element that covers the special element in a layer higher than the layer in which the special element is displayed when the special element is displayed; and a performance execution means for executing a plurality of performances in a time series manner in a layer lower than the layer displaying the covering element while the covering element is displayed, the covering element is displayed after the special element is displayed; The plurality of effects are executed after the special element is hidden, The special element and the covering element have the same role as a prediction of winning, After the special element is hidden, the elements included in the special element are not displayed, A gaming machine characterized in that the display form of the covering element does not change when operated by a player.
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