gaming machines
The gaming machine uses controlled visibility-impeding image effects and dynamic game presentations to enhance player engagement in jackpot games, addressing the lack of interest in existing systems.
Patent Information
- Application Number
- JP2023177081
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-12
- Publication Date
- 2025-10-07
- Estimated Expiration
- 2037-04-25
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player attention and interest in jackpot games, thereby reducing motivation to play.
The gaming machine incorporates a determination mechanism to transition to a special game state, displays specific subject image effects with controlled visibility-impeding effects, and executes game presentations to increase player engagement.
Enhances player motivation by increasing attention and interest in jackpot games through dynamic and engaging visual and audio effects.
Smart Images

Figure 0007750274000001 
Figure 0007750274000002 
Figure 0007750274000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] Generally, in gaming machines such as pachinko machines and slot machines, various characters appear on a display such as a liquid crystal display device as an effect for variable games in a normal game state. Also, as an effect during a jackpot game, some machines display moving images such as promotional videos (PVs) of characters appearing in the effect for variable games, as well as still images such as character introduction images (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-47392 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, for a gaming machine, it is important to increase the attention to and interest in the big win game, thereby enhancing the player's motivation to play.
[0005] An object of the present invention is to provide a gaming machine that can increase the attention to and interest in a jackpot game, thereby enhancing the player's motivation to play. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: a determination means for determining whether or not to transition to a special game state in which a special game advantageous to a player is executed based on the establishment of a determination condition; a main control means for controlling the progress of a game based on the determination result of the determination means; a subject effect display means for determining and displaying a specific selected subject effect from a plurality of selected subject effects when a player performs a predetermined operation on a predetermined operation means; a presentation means for executing a game presentation in the special game and a notification game for notifying the result of the determination; An effect execution means for causing the effect means to execute the game effect; Equipped with The game effects include, as image game effects executed in the special game, specific subject image effects that are displayed using a subject corresponding to the specific selection subject effect and whose display timing is set at the start of the special game, and visibility-impeding image effects that are displayed in front of a predetermined game image effect displayed in the special game and thereby impede visibility of the predetermined game image effect, The visibility-impeding image effects include a first visibility-impeding image effect and a second visibility-impeding image effect, The first visibility-impeding image effect is displayed when a first predetermined condition different from the determination result of the determination means for the special game is established during the execution of the special game, and the display timing is not set at the start of the special game, In a predetermined special game state, the first visibility-impeding image effect is set so that the specific subject image effect and the first visibility-impeding image effect are displayed at different timings without overlapping, The second visibility-impeding image effect is displayed when a second predetermined condition different from the determination result of the determination means for the special game is established during the execution of the special game, In a predetermined special game state, the second visibility-impeding image effect is set so that the specific subject image effect and the second visibility-impeding image effect are displayed at different timings without overlapping, The specific subject image effect that can be executed includes a first subject image effect that is displayed using a first subject, and a second subject image effect that is displayed using a second subject, In one of the predetermined special game states, as the specific subject image effect, The first subject image production If executed, The second subject image production is not executed as the specific subject image effect, but can be executed at a timing different from the display timing of the specific subject image effect, In one of the predetermined special game states When the second subject image effect is executed as the specific subject image effect, the first subject image effect is not executed as the specific subject image effect but at a timing different from the display timing of the specific subject image effect. It is characterized by being executable. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that can increase the attention to and interest in a jackpot game, thereby enhancing the player's motivation to play a jackpot game. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing an example of the configuration of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 3] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 4] 2 is a front view showing an example of a game board when the movable accessory member of the gaming machine shown in FIG. 1 is in a standby position. [Figure 5] A front view showing an example of a game board when the movable game element is in the operating position. [Figure 6] FIG. 2 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. [Figure 7] 2 is a block diagram showing an example of a storage area of a main control device of the gaming machine shown in FIG. 1. [Figure 8] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 9] 10 is a flowchart showing an example of a procedure for main timer interrupt processing executed by the main control device. [Figure 10] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 9. [Figure 11] A flowchart showing an example of the steps of the first pending command setting process executed in the start winning process of Figure 10. [Figure 12] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 13] 13 is a flowchart showing an example of the procedure for variable game control processing executed in the main processing of FIG. 12. [Figure 14] 14 is a flowchart showing an example of the procedure of the data setting process executed in the variable game control process of FIG. [Figure 15] A flowchart showing an example of the procedure for variable start processing executed in the variable game control processing of Figure 13. [Figure 16] 13 is a flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 12. [Figure 17] FIG. 2 is a diagram showing an example of a time chart of a jackpot game executed in the gaming machine shown in FIG. 1. [Figure 18] 17 is a flowchart showing an example of the procedure of the opening / closing execution mode control process executed in the big win game control process of FIG. 16. [Figure 19] 4 is a flowchart showing an example of a procedure for a sub-timer interrupt process executed by the sound lamp control device of the gaming machine shown in FIG. [Figure 20] 20 is a flowchart showing an example of the procedure of an operation button operation detection process executed in the sub timer interrupt process of FIG. 19; [Figure 21] 20 is a flowchart showing an example of the procedure of an operation detection pattern determination process executed in the sub timer interrupt process of FIG. 19; [Figure 22] FIG. 10 is a diagram showing an example of an operation data table showing the relationship between detection patterns and operation situations. [Figure 23] 20 is a flowchart showing an example of the procedure of the game setting process executed in the sub-timer interrupt process of FIG. 19. [Figure 24] 24A and 24B are diagrams showing an example of transition of the display screen on the symbol display unit in the game setting process of FIG. 23. [Figure 25] FIG. 24 is a diagram showing an example of a display screen on the symbol display unit in the game setting process of FIG. 23. [Figure 26] 24 is a flowchart showing an example of the procedure of a game start waiting process executed in the game setting process of FIG. 23. [Figure 27] 24 is a flowchart showing an example of the procedure for top menu screen processing executed in the game setting process of FIG. 23. [Figure 28] 24 is a flowchart showing an example of the procedure for game setting screen processing executed in the game setting processing of FIG. 23. [Figure 29] 24 is a flowchart showing an example of the procedure for character selection screen processing executed in the game setting processing of FIG. 23. [Figure 30] 20 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 19; [Figure 31] 31 is a diagram showing an example of a table to be referenced when a variable command is received in the command determination process of FIG. 30. [Figure 32] 31 is a diagram showing an example of a table to be referenced when a variable command is received in the command determination process of FIG. 30. [Figure 33] 31 is a flowchart showing an example of the procedure for the big win game presentation determination process executed in the command determination process of FIG. 30. [Figure 34] A figure showing an example of a 5R opening / closing execution mode presentation determination table referenced in the big win game presentation determination process of Figure 33. [Figure 35] A figure showing an example of a 16R opening / closing execution mode presentation determination table referenced in the big win game presentation determination process of Figure 33. [Figure 36] 34 is a flowchart showing an example of the procedure for the visibility obstruction effect determination process executed in the jackpot game effect determination process of FIG. 33. [Figure 37] (A) is a diagram showing an example of a round game in which the scenario of the opening and closing execution mode presentation determined by the jackpot game presentation determination process of Figure 33 and the visibility obstruction presentation are executed, and (B) is a diagram showing an example of a round game presentation screen. [Figure 38] A figure showing an example of a promotion effect executed as a visual obstruction effect in a jackpot game effect. [Figure 39] A figure showing an example of a pending consecutive win confirmation effect executed as a visual obstruction effect in a jackpot game effect. [Figure 40] A figure showing an example of a specific number of balls output display effect executed as a visual obstruction effect in a jackpot game effect. [Figure 41] 20 is a flowchart showing an example of the procedure of error processing executed in the sub-timer interrupt processing of FIG. 19; [Figure 42]20 is a flowchart showing an example of the procedure of error processing executed in the sub-timer interrupt processing of FIG. 19; [Figure 43] A figure showing an example of an error display executed as a visual obstruction effect in a jackpot game effect. [Figure 44] 20 is a flowchart showing an example of a big win game presentation process executed in the sub-timer interrupt process of FIG. 19. [Figure 45] A flowchart showing an example of the ball output display effect processing executed in the jackpot game processing of Figure 44. [Figure 46] 45 is a flowchart showing an example of a round game presentation process executed in the big win game process of FIG. 44. [Figure 47] A figure showing an example of a 5R opening / closing execution mode presentation determination table referenced in the jackpot game presentation determination process executed by the audio lamp control device of the gaming machine according to the second embodiment of the present invention. [Figure 48] FIG. 10 is a diagram showing an example of a 16R opening / closing execution mode presentation determination table referenced in the jackpot game presentation determination process executed by the audio lamp control device of the gaming machine according to the second embodiment of the present invention. [Figure 49] 10 is a flowchart showing an example of the procedure of a visibility obstruction effect determination process executed by a voice and lamp control device of a gaming machine according to a second embodiment of the present invention. [Figure 50] 10 is a flowchart showing an example of an error processing procedure executed by a voice lamp control device of a gaming machine according to a third embodiment of the present invention. [Figure 51] A figure showing an example of an error display on the pattern display unit in the error processing of Figure 50. [Figure 52] 51 is a diagram showing another example of an error display on the symbol display unit in the error processing of FIG. 50. [Figure 53] 10 is a flowchart showing an example of the procedure of a big win game presentation determination process executed by a sound lamp control device of a gaming machine according to a fourth embodiment of the present invention. [Figure 54] 10 is a flowchart showing an example of the procedure of error processing executed by the voice lamp control device of the gaming machine according to the fourth embodiment of the present invention. [Figure 55]10 is a flowchart showing an example of the procedure of a big win game presentation determination process executed by a sound lamp control device of a gaming machine according to a fifth embodiment of the present invention. [Figure 56] A figure showing an example of a jackpot game character effect data table referenced in the jackpot game effect determination process of Figure 55. [Figure 57] A figure showing an example of an opening / closing execution mode presentation determination table referenced in the big win game presentation determination process of Figure 55. [Figure 58] FIG. 13 is a diagram showing an example of a jackpot game character effect data table referenced in the jackpot game effect determination process executed by the audio lamp control device of the gaming machine according to the sixth embodiment of the present invention. [Figure 59] FIG. 13 is a diagram showing an example of a jackpot game character effect data table referenced in the jackpot game effect determination process executed by the audio lamp control device of the gaming machine according to the seventh embodiment of the present invention. [Figure 60] 13 is a flowchart showing an example of the procedure for processing the ball output display effect executed by the audio lamp control device of the gaming machine according to the eighth embodiment of the present invention. [Figure 61] 13 is a flowchart showing an example of the procedure of a big win game presentation determination process executed by a sound lamp control device of a gaming machine according to a ninth embodiment of the present invention. [Figure 62] A figure showing an example of a 5R opening / closing execution mode presentation determination table referenced in the big win game presentation determination process of Figure 61. [Figure 63] A figure showing an example of a 16R opening / closing execution mode presentation determination table referenced in the big win game presentation determination process of Figure 61. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, first to sixth embodiments of the present invention will be described with reference to the accompanying drawings to facilitate understanding of the present invention. Furthermore, each of the following embodiments is an example of the present invention, and does not limit the technical scope of the present invention.
[0010] [First embodiment] First, a gaming machine 10 according to a first embodiment of the present invention will be described with reference to FIGS.
[0011] [General configuration of gaming machine 10] 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are development views of the gaming machine 10, and FIGS. 4 and 5 are front views of the gaming board 31 of the gaming machine 10. Hereinafter, the expressions front, back, left, right, and up and down used in this embodiment are defined by the front-back direction D1, the up-down direction D2, and the left-right direction D3 shown in FIGS. 1 to 3.
[0012] 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a gaming hall by fixing the outer frame 14 to an island facility (not shown) of the gaming hall. Note that, in this embodiment, a pachinko gaming machine will be described as an example of a gaming machine, but the present invention can also be applied to other gaming machines such as a slot machine, an arrange ball gaming machine, and a jankyu gaming machine.
[0013] [Front Frame 11 Configuration] The left end of front frame 11 is rotatably supported by outer frame 14, allowing it to be opened and closed relative to outer frame 14. The left end of inner frame 12 is rotatably supported by front frame 11, allowing it to be opened and closed relative to front frame 11. The left end of back pack unit 13 is rotatably supported by inner frame 12, allowing it to be opened and closed relative to inner frame 12.
[0014] The front frame 11 includes an operation button 20, a selection / determination section 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and an illumination section 27, etc.
[0015] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 6) that switches an input signal to the audio lamp control device 5 (described later) depending on whether the operation button 20 is pressed or not. This allows the audio lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. The operation button 20 is operated to execute an operation button effect that is executed in response to a player's operation of the operation button 20 within a predetermined specific period in a variable game effect, such as a promotion effect (see FIG. 38) as a visibility obstruction effect (described later). The operation button 20 is also operated to transition the display screen on the symbol display unit 341 (described later) from a variable stop screen 71 (see FIG. 25(A)) to a top menu screen 72 (see FIG. 25(B)).
[0016] The location of the operation button 20 is not limited to the front of the upper tray 23, but may be any position on the front frame 11 as long as it is operable by the player. The operation button 20 is not limited to one, but may be two or more. Furthermore, the operation switch 20a is not limited to a contact switch, but may be, for example, a piezoelectric element, as long as it can be used to detect whether or not a player has operated it.
[0017] It is also conceivable that a touch panel that displays touch keys and accepts player operation of the touch keys may be provided instead of the operation buttons 20. Furthermore, it is also conceivable that a panel 25 and a touch sensor that detects the player's touch operation on the panel 25 may be provided instead of the operation buttons 20. The operation buttons 20 may also be equipped with a jog dial. In these cases, the player's operation on the touch panel or panel 25 will be reflected in the operation button effects, etc., in the variable game presentation.
[0018] The selection determination unit 21 is operated by a player and is a push button that is pressed by the player in a game setting process (see FIG. 23) to be described later, etc. The selection determination unit 21 includes a plurality of selection buttons 21A and a determination button 21B.
[0019] The multiple selection buttons 21A are operated by the player to provisionally select a desired item from options (items) on the top menu screen 72 (see FIG. 25(B)) and the like during the game setting process, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Each of these selection buttons 211-214 is equipped with an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d (see FIG. 6) that switch input signals to the voice lamp control device 5 described below. This allows the voice lamp control device 5 to determine the operation state (operated or not operated) of each selection button 211-214.
[0020] On the other hand, the decision button 21B is operated by the player to decide the provisionally selected item. The decision button 21B also has a decision operation switch 21Ba that switches the input signal to the voice lamp control device 5 described below. This allows the voice lamp control device 5 to determine the operation state (operated or not operated) of the decision button 21B.
[0021] Also, instead of the multiple selection buttons 21A (211-214) and the decision button 21B, a touch panel that displays touch keys and accepts operation of the touch keys by the player may be provided as the operation means. Furthermore, instead of the multiple selection buttons 21A (211-214) and the decision button 21B, a panel 25 and a touch sensor that detects touch operations by the player on the panel 25 may be provided as the operation means. Also, instead of the multiple selection buttons 21A (211-214), a jog dial may be provided.
[0022] The launch handle 22 is a rotary handle that is operated by the player to launch game balls. In the gaming machine 10, basic games are played by launching game balls from a game ball launching mechanism 32 (described below) with a strength that corresponds to the amount of rotation of the launch handle 22 by the player. In the gaming machine 10, when the launch handle 22 is being operated by the player, the game ball launching mechanism 32 is driven and controlled so that one game ball is launched toward the play area every 0.6 seconds.
[0023] The upper tray 23 is disposed below the panel 25, and is used to store game balls dispensed from the dispensing device 132 of the dispensing mechanism 130 described below, and to guide the stored game balls in a single row to the game ball launching mechanism 32. The lower tray 24 is disposed further below the upper tray 23, and is used to store game balls that are surplus to the upper tray 23.
[0024] The panel 25 is made of colorless, transparent or colored, transparent glass or synthetic resin, allowing the player to view the game board 31 of the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right sides of the upper end of the front frame 11, and perform audio effects that output sounds during the variable game effect processing (step S1911 in FIG. 19), the jackpot game effect processing (step S1912 in FIG. 19, see FIG. 44), etc., as well as outputting audio to notify the player that an error has occurred when an error occurs. Note that the installation location of the speakers 26 is not limited to the upper end of the front frame 11. The illumination unit 27 also incorporates a light source such as an indicator lamp or LED, and performs lamp effects by lighting it up or flashing it.
[0025] [Configuration of inner frame 12] 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. Note that in FIG. 2, the surface of the game board 31 is not shown for the sake of simplicity.
[0026] The control unit 33 has a main control unit 331 and a sub-control unit 332. In the gaming machine 10, commands (control signals) for instructing control content are transmitted in one direction from the main control unit 331 to the sub-control unit 332. Details of the main control unit 331 and the sub-control unit 332 will be described later.
[0027] As shown in Figures 4 and 5, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning opening 313, a first operating opening 314, a second operating opening 315, a variable winning opening 316, a through gate 317, an outlet 318, a variable display unit 34, a magnetic sensor 35, a radio wave sensor 36, a main display unit 37, and a movable role member 39.
[0028] The inner rail 311 and the outer rail 312 are transport paths for sending the game balls launched from the game ball launching mechanism 32 toward the game area on the surface of the game board 31. After being launched from the inner rail 311 and the outer rail 312, game balls that do not enter the general winning opening 313, the first operating opening 314, the second operating opening 315, or the variable winning opening 316 are discharged from the outlet 318.
[0029] 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and outer rail 312 of the game board 31, and guides game balls launched from the game ball launching mechanism 32 to the inner rail 311 and outer rail 312. The ball feeding device 322 has a driving means such as a solenoid, and supplies game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is a driving means that launches the game balls supplied onto the launching rail 321 toward the inner rail 311 and outer rail 312. In the gaming machine 10, the solenoid 323 is driven and controlled in response to operation of the launch handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 onto the game board 31. The game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0030] Returning to the explanation of Figures 4 and 5, the general winning opening 313, the first actuation opening 314, the second actuation opening 315, the variable winning opening 316, and the outlet opening 318 have openings formed therein that penetrate the game board 31 in the front-to-rear direction. Ball entry sensors 313a, 314a, 315a, and 316a (see Figure 6) that can individually detect the entry of game balls are provided on the rear side of the game board 31, corresponding to the general winning opening 313, the first actuation opening 314, the second actuation opening 315, and the variable winning opening 316, respectively. The through gate 317 is a gate through which game balls can pass, and includes a ball entry sensor 317a (see Figure 6) that can individually detect game balls that pass through the through gate 317. When a game ball sent to the game board 31 passes through the right side of the game board 31, i.e., when a player hits the ball from the right side, the game ball may pass through the through gate 317.
[0031] The ball entry sensors 313a to 317a (see FIG. 6) are electrically connected to the main control unit 331, and the detection results of the ball entry sensors 313a to 317a are input to the main control unit 331. Hereinafter, the detection of a game ball entering by the ball entry sensors 313a to 317a may be referred to as a win. The ball entry sensors 313a to 317a are, for example, electromagnetic induction type proximity sensors, but may also be any sensors that can individually detect the entry of game balls using other detection methods.
[0032] Further, the second actuation opening 315 is provided with an electric device 315b that switches between restricting and not restricting the entry of game balls into the second actuation opening 315. The electric device 315b is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. Then, on the game board 31, when the electric device 315b is opened, game balls can enter the second actuation opening 315, and when the electric device 315b is closed, the entry of game balls into the second actuation opening 315 is restricted.
[0033] Furthermore, the variable winning opening 316 is provided with an opening / closing door 316b that switches between restricting and not restricting the entry of game balls into the variable winning opening 316. The opening / closing door 316b is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. Then, on the game board 31, when the opening / closing door 316b is opened, game balls can enter the variable winning opening 316, and when the opening / closing door 316b is closed, the entry of game balls into the variable winning opening 316 is restricted.
[0034] In the gaming machine 10, when the ball entrance sensor 314a or the ball entrance sensor 315a detects the entrance of a gaming ball into the first actuation port 314 or the second actuation port 315, a jackpot lottery is held by the main control unit 331. The main control unit 331 then controls the display of the main display section 37 in accordance with the lottery result. The lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display of the variable display unit 34 in accordance with the lottery result.
[0035] In addition, in the gaming machine 10, when the ball entry sensors 313a-316a detect the entry of gaming balls into the general winning opening 313, the first actuation opening 314, the second actuation opening 315, and the variable winning opening 316, a preset number of prize balls are paid out. For example, the number of prize balls when a ball enters the general winning opening 313 is 10, the number of prize balls when a ball enters the first actuation opening 314 or the second actuation opening 315 is 3, and the number of prize balls when a ball enters the variable winning opening 316 is 13. In particular, in the gaming machine 10, when the result of the lottery performed by the main control unit 331 is a jackpot, the gaming machine 10 transitions to a jackpot game state (special game state), and a round game (unit game) described below in which the variable winning opening 316 is opened is repeated a predetermined number of times (for example, 5 times or 16 times), so that a large number of prize balls can be expected to be paid out.
[0036] Furthermore, when a gaming ball enters the first actuation opening 314 or the second actuation opening 315, a jackpot lottery is executed. If the lottery result is a win, the game transitions to a predetermined jackpot gaming state that is more advantageous than the normal gaming state. In this embodiment, the jackpot gaming state includes a 5R jackpot gaming state (5R normal jackpot gaming state and 5R variable probability jackpot gaming state) and a 16R variable probability jackpot gaming state. The 5R jackpot gaming state is a gaming state that includes an open / close execution mode in which the variable winning opening 316 is opened for five rounds (unit games) until a predetermined time has elapsed or until a predetermined number or more gaming balls enter the variable winning opening 316. The 16R guaranteed jackpot game state is a game state that includes an open / close execution mode in which round play (unit play) is played 16 times, and is a game state that is more advantageous to the player than the 5R jackpot game state, as it is expected to pay out more prize balls than the 5R jackpot game state.
[0037] The variable display unit 34 has a symbol display section 341, such as a liquid crystal display, arranged so as to be visible through an opening 31A formed in the approximate center of the game board 31. This symbol display section 341 displays still or moving images, and the display content of the symbol display section 341 is controlled by a sub-control unit 332. Specifically, the symbol display section 341 displays various images, such as a symbol variation display and a variable game effect display, in response to the result of a jackpot lottery performed by the main control unit 331 in response to a ball entering the first actuation port 314 or the second actuation port 315. The symbol display section 341 is an example of the image display means of the present invention and constitutes the effect means of the present invention. The symbol display section 341 may be a dot matrix, a plasma display, an organic light-emitting diode (EL) display, or the like, or may be a combination of a liquid crystal display or a plasma display and an organic light-emitting diode (EL) display. Furthermore, one or more sub-display sections may be provided in addition to the symbol display section 341. The sub-display unit is arranged, for example, above or below, or to the left or right of the pattern display unit 341. The sub-display unit may be movable between a position that covers the pattern display unit 341 and a position that does not cover the pattern display unit 341. The sub-display unit may also be arranged on the upper tray 23. The sub-display unit may constitute the image display means of the present invention either alone or together with the pattern display unit 341.
[0038] For example, the variable symbol display in the symbol display section 341 is performed by scrolling a plurality of main symbols numbered "1" to "9" in order vertically, horizontally, diagonally, etc. Note that sub-symbols such as other letters or symbols may be displayed between the main symbols. In this embodiment, there are no sub-symbols, and the types of main symbols are nine types from "1" to "9."
[0039] In the gaming machine 10, in a variable game, the variable pattern display is executed so that the variation of all main patterns stops after a preset variable display time has elapsed since the start of the variable pattern display in the pattern display unit 341. More specifically, in the variable pattern display, first, all main patterns change along a preset direction of change (for example, horizontally, vertically, etc.), and the variation of multiple main patterns stops in order. Then, when the variation of the main patterns on all lines has stopped and a predetermined time has elapsed, the variable pattern display ends.
[0040] When the symbol variation display on the symbol display unit 341 ends, the symbol display unit 341 displays the main symbols lined up on one or more active lines. At this time, the stopped state of the main symbols clearly indicates or suggests the result of the jackpot lottery by the main control unit 331. For example, if the lottery result is a "5R probability jackpot," a "16R probability jackpot," or a "5R normal jackpot," the same main symbols lined up on the active lines are displayed, indicating that a jackpot has occurred. The type of jackpot may also be indicated by the combination of main symbols on the active lines, but this is not always the case. Specifically, for example, if the lottery result is a "16R probability jackpot," the main symbols, such as a "777" combination set as a symbol combination indicating a 16R probability jackpot, are displayed lined up on the active lines, or a combination of the same symbols other than "777" are displayed lined up on the active lines. Furthermore, if the lottery result is a "5R probability variable jackpot," a state in which a combination of main symbols, such as "333," which has been set in advance as a combination indicating a 5R probability variable jackpot, is lined up on an active line, or a state in which a combination of the same symbols other than the combination of symbols indicating a 16R probability variable jackpot or a 5R probability variable jackpot, such as "777" or "333," is lined up on an active line, is displayed. Furthermore, if the lottery result is a "5R normal jackpot," a state in which a combination of the same symbols other than the combination of symbols indicating a probability variable jackpot, such as "222" or "444," which has been set in advance as a combination indicating a normal jackpot, is lined up on an active line, is displayed. Furthermore, if the lottery result is a "loss," a state in which a combination of different main symbols (such as "323" or "723") is lined up on an active line is displayed.
[0041] In addition, in the variable game mode, the symbol display unit 341 displays a variable game effect suggesting the likelihood of the lottery result being a jackpot, along with the symbol variation display, during the variable game mode. If the lottery result is a "16R variable jackpot," and a jackpot symbol combination other than the main symbol combination indicating a 16R variable jackpot is displayed along an active line, a suggestion effect is executed as a variable game effect suggesting a 5R variable jackpot or a 5R regular jackpot. In this case, a promotion effect is executed in the variable game effect or the jackpot game effect, clearly indicating that the lottery result for the variable game mode is a 16R variable jackpot. Similarly, if the lottery result is a "5R variable jackpot," and a jackpot symbol combination other than the main symbol combination indicating a variable jackpot is displayed along an active line, a suggestion effect is executed as a variable game effect suggesting a 5R regular jackpot. In this case, in the variable game presentation or the jackpot game presentation, an advancement presentation is executed to clearly indicate that the lottery result for the variable game is a 5R variable jackpot.
[0042] Furthermore, when the gaming state transitions to a jackpot gaming state, the symbol display unit 341 displays jackpot gaming effects including an opening effect, an opening / closing execution mode effect, and an ending effect. On the other hand, when variable gaming effects or jackpot gaming effects are not displayed (when the gaming state is not active), the display screen of the symbol display unit 341 can be transitioned to a top menu screen 72 (see FIG. 25(B)) by the player operating the operation button 20. Also, by operating the selection / determination unit 21 (plurality of selection buttons 21A (211-214) and the determination button 21B), the display screen of the symbol display unit 341 can be transitioned from the top menu screen 72 (see FIG. 25(B)) to another display screen where game settings can be made, such as a character selection screen 74 (see FIG. 25(D)). In this embodiment, by operating the selection determination unit 21 (the plurality of selection buttons 21A (211 to 214) and the determination button 21B), it is possible to perform character setting by selecting a character (specific selection subject) to be displayed on the symbol display unit 341 in the variable game presentation from a plurality of characters (selection). Details of the character setting will be described later with reference to FIG. 29 etc.
[0043] The magnet sensor 35 is provided near the first actuation opening 314 on the back side of the gaming board 31. The magnet sensor 35 is electrically connected to the main control unit 331, and the detection results of the magnet sensor 35 are input to the main control unit 331. This makes it possible to detect fraudulent behavior when an attempt is made to fraudulently use a magnet to guide gaming balls to the first actuation opening 314. The magnet sensor 35 may also be provided near the variable winning opening 316. This makes it possible to detect fraudulent behavior when an attempt is made to cause gaming balls that far exceed the upper limit number to enter the variable winning opening 316 in the opening / closing execution mode of a jackpot game.
[0044] The radio wave sensor 36 is provided on the rear side of the gaming board 31, near the first actuation opening 314 and the second actuation opening 315. The radio wave sensor 36 is electrically connected to the main control unit 331, and the detection results of the radio wave sensor 36 are input to the main control unit 331. This makes it possible to detect fraudulent acts such as inputting radio waves to the ball entry sensors 314a, 315a, resulting in false detection of a gaming ball entering the game. The radio wave sensor 36 is capable of detecting radio waves in the range of 50 MHz to 3 GHz, for example. A similar radio wave sensor 36 may also be provided near the special winning opening 319b.
[0045] The main display unit 37 includes an LED pair 371 arranged in the upper right portion of the gaming board 31, two 7-segment displays 372 and 373, and an LED group 374. The LED pair 371 is triggered by a win at the through gate 317, and displays the result of a lottery in the main control unit 331 as to whether or not to open the electric role device 315b, by a combination of on and off lights (lighting patterns). The 7-segment display 372 is triggered by a win at the first operating port 314 to display a varying number of symbols, and a symbol corresponding to the result of the lottery in the jackpot lottery in the main control unit 331 is displayed as a still image. The 7-segment display 373 is triggered by a win at the second operating port 315 to display a varying number of symbols, and a symbol corresponding to the result of the lottery in the jackpot lottery in the main control unit 331 is displayed as a still image. In the LED group 374, the pending number N and pending number M of the variable display caused by winning at the first actuation port 314 and the second actuation port 315 are displayed by the lighting patterns of a plurality of LEDs.
[0046] The movable role element 39 is a decorative element that can operate in a predetermined manner in the gaming machine 10 and is generally also referred to as a "role element." In this embodiment, the movable role element 39 is movable along the surface of the symbol display element 341 between a predetermined standby position (see FIG. 4) located above the symbol display element 341 and an operating position (see FIG. 5) set below the standby position. In the standby position shown in FIG. 4, a portion of the movable role element 39 is exposed through the opening 31A, and a majority of the movable role element 39 is hidden by the periphery of the opening 31A. Therefore, in the standby position, the movable role element 39 hardly obstructs the visibility of the image effects executed on the symbol display element 341. On the other hand, in the operating position shown in FIG. 5, the movable role element 39 covers the center of the symbol display element 341, obstructing the visibility of the image effects executed on the symbol display element 341. That is, the movable role element operation effect of moving the movable role element 39 from the standby position to the operating position is an example of the visibility obstruction effect of the present invention. Also, the movable role element 39 is an example of the movable element of the present invention, and constitutes the effect means of the present invention.
[0047] The movable accessory member 39 may be entirely hidden without being exposed from the opening 31A in the standby position. The gaming machine 10 may also be provided with a plurality of movable accessory members 39. Furthermore, the movable accessory member 39 may be a combination of a plurality of separate movable members, a member that can be transformed into two or more forms, or a member that is provided with a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to a member that covers a portion of the display screen of the symbol display unit 341, but may also cover the entire display screen.
[0048] Such a movable accessory member 39 is controlled to operate in an effect for indicating the result of a jackpot lottery in a variable game. In particular, the movable accessory member 39 operates as a confirmation effect indicating that the result of the jackpot lottery is a win, and is often operated as a chance-up effect when the probability of the lottery being a jackpot is high. In addition, in this embodiment, the movable accessory member 39 operates in a promotion effect and a reserved consecutive win confirmation effect, which will be described later, in a jackpot game.
[0049] 6, the gaming machine 10 has a motor 39a that supplies driving force to the movable accessory member 39, and a return detection unit 39b that detects whether the movable accessory member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, or the like, and the return detection unit 39b is an optical sensor, a contact sensor, or the like. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and move the movable accessory member 39 downward from the standby position toward the operating position or upward from the operating position toward the standby position depending on the rotation direction of the motor 39a.
[0050] The gaming machine 10 also includes a motor driver 39c to which a motor 39a and a recovery detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the voice and lamp control device 5. The motor driver 39c controls the motor 39a in accordance with control instructions from the voice and lamp control device 5. The motor driver 39c can also acquire the detection result of the recovery detection unit 39b and transmit it to the voice and lamp control device 5. The motor 39a and the recovery detection unit 39b may be directly connected to the input / output I / F 52 of the voice and lamp control device 5 and controlled by the voice and lamp control device 5.
[0051] [Ura Pack Unit 13] As shown in FIG. 3, the rear pack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 140.
[0052] The payout mechanism 130 includes a tank 131 that stores game balls supplied from an island facility (not shown) in the gaming hall, and a payout device 132 that pays out game balls from the tank 131 toward the upper tray 23. When the upper tray 23 is saturated with game balls, the game balls paid out from the payout device 132 are paid out to the lower tray 24.
[0053] As shown in Figure 6, the peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132, etc. The launch control device 8 controls the game ball launching mechanism 32 in response to the operation of the launch handle 22. The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to the control devices and drive means provided within the gaming machine 10.
[0054] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIG.
[0055] [Main Control Unit 331] The main control unit 331 includes a main control device 4 that performs primary control of gaming in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for transitioning to a preset jackpot gaming state. The main control device 4 is equipped with an MPU 41, an input / output I / F 42, and the like. The MPU 41 is an arithmetic device configured as a one-chip microcomputer, and is an example of the main control means of the present invention. The MPU 41 also has a built-in ROM 411 and RAM 412. The MPU 41 executes processing in accordance with a control program stored in the ROM 411, etc. Some or all of the processing executed by the main control device 4 may be executed by an electronic circuit.
[0056] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. The input / output I / F 42 is also connected to ball entry sensors 313a-317a, magnet sensor 35, radio wave sensor 36, and main display unit 37. The MPU 41 determines whether or not a ball has entered the general winning opening 313, first operating opening 314, second operating opening 315, variable winning opening 316, and through gate 317 based on the detection signals from the ball entry sensors 313a-317a. The MPU 41 also determines whether or not there has been any fraudulent activity using magnets or radio waves based on the detection signals from the magnet sensor 35 and radio wave sensor 36. The input / output I / F 42 is also connected to a sound lamp control device 5, a payout control device 7, a launch control device 8, and a power supply control device 9.
[0057] Then, the MPU 41 outputs commands to the voice lamp control device 5, such as a variable pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a jackpot game end command, a round game start command, an ending start command, a variable prize entry command, an error occurrence command, and an error resolution command.
[0058] The variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time and the result of the jackpot lottery, and includes information regarding the type of jackpot if the result of the jackpot lottery is a jackpot. The variation pattern command is set in step S1612 of the variation start processing in FIG. 15 based on information stored in the reserve storage area 412b described below when starting the variable pattern display by the pattern display unit 341 and the main display unit 37. The variation pattern command may be a command that notifies the voice lamp control device 5 of only the variation display time. In this case, the command that notifies the voice lamp control device 5 of the result of the jackpot lottery and the type of jackpot is set as a command separate from the variation pattern command.
[0059] The first hold command and the second hold command are commands that, when the hold number N or the hold number M stored in the hold storage area 412b described below increases, notify the voice lamp control device 5 of the lottery result in the jackpot lottery for the increased hold, the fluctuation pattern, and the hold number N or the hold number M. The first hold command and the second hold command are set based on the information stored in the hold storage area 412b described below when the hold number N or the hold number M increases (step S1207 or step S1209 of the first hold command setting process in FIG. 11).
[0060] The shift command is a command to notify the voice lamp control device 5 that the win / loss information indicating the lottery result in the jackpot lottery in the first holding area REA1 to the fourth holding area REA4 or the first holding area REB1 to the fourth holding area REB4 has shifted when the reserved number N or the reserved number M decreases. The shift command is set in step S1512 in the data setting process of FIG.
[0061] The jackpot game start command is a command that notifies the voice and lamp control device 5 that a jackpot game will start, i.e., that the game state will transition to a jackpot game state, and is set in step S1702 of the jackpot game control processing in Figure 16 when transitioning to the jackpot game state. Also, since the jackpot game start command is a command that notifies the voice and lamp control device 5 that a jackpot game will start, by receiving the jackpot game start command, the voice and lamp control device 5 can know that not only will the jackpot game start, but also that the opening will start. However, an opening start command may be set separately from the jackpot start command, and the voice and lamp control device 5 may know that the opening will start by the opening command.
[0062] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game is ending, i.e., that the game state is transitioning from the jackpot game state to another game state, and is set in step S1723 in the jackpot game control processing of Figure 16.
[0063] The round game start command is a command that notifies the voice lamp control device 5 of the start of each round game in the opening and closing execution mode in a jackpot game and round information indicating which round the round game is, and is set in step S1813 of the opening and closing execution mode control processing in Fig. 18. Note that the voice lamp control device 5 can determine that the opening game ends and the opening and closing execution mode starts by the round game start command, but an opening end command may be set at the end of the opening game separately from the round game start command, or an opening and closing execution mode start command may be set at the start of the opening and closing execution mode. Also, a command indicating the number of rounds of the round game that is about to start may be set at the start of the round game separately from the round game start command, and the command may be sent to the voice lamp control device 5.
[0064] The ending start command is a command that notifies the voice lamp control device 5 that the ending is starting, i.e., that the opening and closing execution mode is ending, and is set in step S1718 in the jackpot game control processing of Figure 16 when the ending is to start.
[0065] The variable prize opening winning command is a command that notifies the voice lamp control device 5 that a game ball has won the variable prize opening 316, and is set in the prize ball command setting process (step S1303 in Figure 12) when a game ball has won the variable prize opening 316.
[0066] The error occurrence command is a command that notifies the voice lamp control device 5 that an error has occurred, and when an error occurs, it is set in the error determination process (step S1007) of Figure 9 as an error occurrence command according to the type of error.
[0067] The error resolution command is a command that notifies the voice lamp control device 5 that the error has been resolved, and when the error is resolved, it is set in the error determination process (step S1007) of Figure 9 as an error resolution command according to the type of error.
[0068] Commands other than those mentioned above may be output from the main control device 4 to the voice and lamp control device 5, but a description of these will be omitted.
[0069] The main control device 4 also includes an oscillator circuit and a frequency divider circuit as means for supplying an operating clock to the MPU 41. The oscillator circuit outputs a clock signal of a predetermined frequency, and the frequency divider circuit changes the frequency of the clock signal output from the oscillator circuit and inputs it to the MPU 41. Specifically, the execution cycle of a main timer interrupt process executed by the MPU 41 (described below) is determined by the clock signal output from the frequency divider circuit.
[0070] In this embodiment, a clock signal is supplied from the frequency divider circuit to the MPU 41 at preset intervals (for example, 4 msec), and the MPU 41 starts and executes a main timer interrupt process, which will be described later, every time a rising edge (or falling edge) of the clock signal occurs. Note that an oscillator circuit and a frequency divider circuit are also mounted in the sub-control unit 332 and the peripheral control unit 140 as necessary, and supply operating clocks for the main controls in the sub-control unit 332 and the peripheral control unit 140. A clock signal may also be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.
[0071] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 41. For example, the RAM 412 is used for setting commands to be sent to the voice lamp control device 5, etc. The RAM 412 may also be a non-volatile storage unit.
[0072] Here, a description will be given of a storage area for the MPU 41 of the main control device 4 of the gaming machine 10 to perform a jackpot lottery and the like, with reference to Fig. 7. Specifically, the MPU 41 performs a jackpot lottery and sets a variable display time, etc., using counter information stored in the lottery counter 412a, the reserved storage area 412b, and the electric role reserved area 412c of the RAM 412.
[0073] The lottery counter 412a includes a jackpot random number counter C1 used in the lottery for winning a jackpot, a jackpot type counter C2 used to determine the type of jackpot, and a reach random number counter C3 used to determine the type of miss. The lottery counter 412a also includes a random number initial value counter CIN1 used to set the initial value of the jackpot random number counter C1, and a variable type counter CS1 that determines the variable display time in the main display unit 37 and the symbol display unit 341. The lottery counter 412a also includes a normal win random number counter C4 used in the lottery for determining whether or not to put the electric role device 315b of the second actuation port 315 into the electric role open state, and a normal win initial value counter CIN2 used to set the initial value of the normal win random number counter C4. Hereinafter, when these multiple types of counters are collectively described, they will be simply referred to as "counters."
[0074] Counters C1 to C4, CIN1, CIN2, and CS1 are used as loop counters in which 1 is added to the previous value at short time intervals by the MPU 41 and the counters return to 0 after reaching a preset maximum value. Updated values are recorded in counters C1 to C4, CIN1, CIN2, and CS1 and are referenced by the MPU 41 when drawing a jackpot and setting the variable display time.
[0075] The reserve storage area 412b includes a first reserve storage area REA, a second reserve storage area REB, and an execution area AE. The first reserve storage area REA includes a first reserve area REA1, a second reserve area REA2, a third reserve area REA3, a fourth reserve area REA4, and a reserve number memory area NAA. Hereinafter, a type of variable game in which a jackpot lottery is performed based on the values stored in the first reserve storage area REA and the 7-segment display 372 displays a variable display and a static display may be referred to as a first special symbol game. The second reserve storage area REB includes a first reserve area REB1, a second reserve area REB2, a third reserve area REB3, a fourth reserve area REB4, and a reserve number memory area NAB. Hereinafter, a type of variable game in which a jackpot lottery is performed based on the values stored in the second reserve storage area REB and the 7-segment display 373 displays a variable display and a static display may be referred to as a second special symbol game.
[0076] When a gaming ball enters the first actuation port 314, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS1 stored in RAM 412 is acquired as win / loss information to be used in the jackpot lottery, and stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first reserve storage area REA. When a gaming ball enters the second actuation port 315, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS1 stored in RAM 412 is acquired as win / loss information to be used in the jackpot lottery, and stored in one of the first reserve area REB1 to the fourth reserve area REB4 of the second reserve storage area REB. The win / loss information acquisition process is executed by the MPU 41, which functions as the determination means of the present invention, by executing processing in accordance with a control program. In addition, lottery counters 412a (jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS1, etc.) may be individually provided corresponding to each of the first reserve storage area REA and the second reserve storage area REB.
[0077] In this way, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the variable type counter CS1 is stored in either the first holding area REA1 to the fourth holding area REA4 of the first holding storage area REA or the first holding area REB1 to the fourth holding area REB4 of the second holding storage area REB.
[0078] Therefore, in addition to the results of the jackpot lottery for variable play that is executed based on the win / loss information stored in the first holding area REA1 to the fourth holding area REA4 and the first holding area REB1 to the fourth holding area REB4 of the second holding storage area REB, it is possible to determine in advance the change pattern (change display time) of the pattern change display displayed on the pattern display unit 341.
[0079] Specifically, when a gaming ball enters the first operating port 314, the winning / losing information is stored in an empty area in the order of priority of the first holding area REA1, the second holding area REA2, the third holding area REA3, and the fourth holding area REA4. The number of holding areas NAA in which winning / losing information is stored is stored as the holding number N.
[0080] In addition, when a gaming ball enters the second operating port 315, the winning / losing information is stored in an empty area in the order of priority of the first holding area REB1, the second holding area REB2, the third holding area REB3, and the fourth holding area REB4. In the holding number storage area NAB, the number of the first holding area REB1 to the fourth holding area REB4 in which winning / losing information is stored is stored as the holding number M.
[0081] In other words, in the gaming machine 10, a total of eight memory areas corresponding to the maximum number of reserves in the first reserve area REA1 to the fourth reserve area REA4 and the first reserve area REB1 to the fourth reserve area REB4 can be used to reserve up to four pieces of win / loss information as the winning history of gaming balls into the first actuation port 314 and the second actuation port 315, respectively.
[0082] In another embodiment, a holding area with a maximum holding capacity of eight may be provided in common to the first actuation port 314 and the second actuation port 315, and in this case, it is possible to hold a total of eight pieces of winning / losing information as winning history. The process of storing the winning / losing information is performed by the MPU 41 by executing a process in accordance with the control program.
[0083] The execution area AE is a memory area used to move the winning / losing information stored in the first reserve area REA1 of the first reserve storage area REA or the first reserve area REB1 of the second reserve storage area REB when the display of changing symbols starts in the main display unit 37 and the symbol display unit 341. Specifically, the winning / losing information in the first reserve area REB1 of the second reserve storage area REB is moved to the execution area AE with priority, and when there is no winning / losing information in the first reserve area REB1 of the second reserve storage area REB and the number of reserved symbols memory area NAB is 0, the winning / losing information in the first reserve area REA1 of the first reserve storage area REA is moved to the execution area AE.
[0084] In addition, in another embodiment, when the difference between the reserved number M stored in the reserved number memory area NAA of the first reserved storage area REA and the reserved number N stored in the reserved number memory area NAB of the second reserved storage area REB is 2 or more, the value of the reserved area with the larger number is preferentially moved to the execution area AE. In another embodiment, the win / loss information of the first reserved area REA1 of the first reserved storage area REA and the first reserved area REB1 of the second reserved storage area REB is alternately moved to the execution area AE.
[0085] Then, at the start of one variable game, the MPU41 performs a jackpot lottery based on the numerical information stored as win / loss information in the execution area AE. At this time, if the first reserve area REA1 of the first reserve storage area REA is moved to the execution area AE, the win / loss information stored in the second reserve area REA2 is shifted to the first reserve area REA1, the win / loss information stored in the third reserve area REA3 is shifted to the second reserve area REA2, and the win / loss information stored in the fourth reserve area REA4 is shifted to the third reserve area REA3.
[0086] Similarly, when the first holding area REB1 of the second holding storage area REB is moved to the execution area AE, the pass / fail information stored in the second holding area REB2 is shifted to the first holding area REB1, the pass / fail information stored in the third holding area REB3 is shifted to the second holding area REB2, and the pass / fail information stored in the fourth holding area REB4 is shifted to the third holding area REB3.
[0087] The jackpot random number counter C1 is incremented by one within a range of, for example, 0 to 738, and is reset to 0 after reaching its maximum value. In particular, when the jackpot random number counter C1 goes around once, the value of the random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CIN1 is a loop counter that is updated within the same range (0 to 738) as the jackpot random number counter C1. The jackpot random number counter C1 is updated periodically, and is stored in the reserve storage area 412b when a gaming ball enters the first actuation port 314 or the second actuation port 315.
[0088] The random number values that result in a jackpot are set to two types according to the win / loss table stored in the win / loss table storage area in ROM 411, corresponding to the low probability mode (first notification game state) which is the normal game state and the high probability mode (second notification game state) which is the probability variable game state. Here, FIG. 8(A) is a diagram showing an example of the low probability mode win / loss table corresponding to the low probability mode, and FIG. 8(B) is a diagram showing an example of the high probability mode win / loss table corresponding to the high probability mode. In the examples shown in FIGS. 8(A) and 8(B), the number of random number values that result in a jackpot in the jackpot lottery in the low probability mode is two (373, 727), and the number of random number values that result in a jackpot in the jackpot lottery in the high probability mode is thirteen (59, 109, 163, 211, 263, 317, 373, 421, 479, 523, 631, 683, 727). Here, the low-probability mode win / loss table and the high-probability mode win / loss table share the same two random numbers (373, 727) that result in a jackpot in the jackpot lottery, but they may not be the same. Furthermore, the random numbers that result in a jackpot may not be discrete values, but some or all of them may be continuous values. If the value of the jackpot random number counter C1 is other than these random numbers that result in a jackpot, the result of the jackpot lottery will be a loss.
[0089] The jackpot type counter C2 is incremented by one within the range of 0 to 19 and reset to 0 after reaching its maximum value. The jackpot type counter C2 is periodically updated and stored in the reserve storage area 412b when a gaming ball enters the first actuation port 314 or the second actuation port 315. In the gaming machine 10, the values of the jackpot type counter C2 corresponding to the two types of jackpots, the special jackpot and the regular jackpot, are set according to an allocation table stored in the allocation table storage area of the ROM 411. FIG. 8(C) is a diagram showing an example of the allocation table. In the example shown in FIG. 8(C), when the type of variable game is the first special symbol game, the number of random numbers resulting in a 5R special jackpot is 10, ranging from 0 to 9, the number of random numbers resulting in a 16R special jackpot is 5, ranging from 10 to 14, and the number of random numbers resulting in a 5R regular jackpot is 5, ranging from 15 to 19. On the other hand, when the type of variable game is the second special symbol game, the number of random numbers resulting in a 5R probability variable jackpot is five, from 0 to 4, the number of random numbers resulting in a 16R probability variable jackpot is ten, from 5 to 14, and the number of random numbers resulting in a 5R normal jackpot is five, from 15 to 19. In other words, the gaming machine 10 is a so-called loop probability variable machine in which the probability of a probability variable jackpot is the same in the first special symbol game and the second special symbol game. Also, in the gaming machine 10, the probability of a 16R probability variable jackpot is set higher in the second special symbol game than in the first special symbol game. In other words, in the probability variable time-limited game state, the expected value of winning game balls when the lottery result in the jackpot lottery is a jackpot is set higher than in normal game states such as the normal time-limited game state and the normal non-time-limited game state.
[0090] In this embodiment, an individual allocation table is set for the first actuation port 314, which triggers the execution of a first special symbol game when a gaming ball wins, and the second actuation port 315, which triggers the execution of a second special symbol game when a gaming ball wins, and the allocation probability of the jackpot type differs depending on whether the gaming ball wins through the first actuation port 314 or the second actuation port 315, but it is also possible that the allocation probability of the jackpot type is the same for the first special symbol game and the second special symbol game. Also, the gaming machine 10 is not limited to a loop probability variable machine, and it is also possible to configure it as a so-called ST machine, V-ST machine, type 1 / 2 mixed machine, etc.
[0091] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the execution area AE, the MPU 41 determines whether the result of the jackpot lottery is a "5R variable jackpot," a "16R variable jackpot," a "5R normal jackpot," or a "miss."
[0092] Here, if the result of the jackpot lottery is a 5R probability variable jackpot or a 5R normal jackpot, an open / close execution mode is executed in which the round game in which the variable prize winning port 316 is opened is repeated five times. Also, if the result of the jackpot lottery is a 16R probability variable jackpot, an open / close execution mode in which the round game is repeated 16 times is executed.
[0093] In the case of a 5R probability variable jackpot or a 16R probability variable jackpot, after the jackpot game ends, the game shifts to a probability variable time-saving mode, which is a high probability mode (second notification game state) in which the probability of winning the jackpot is high and a high frequency support mode in which the probability of opening the electric accessory 315b is high. The probability variable time-saving mode continues until the MPU 41 determines that the result of the jackpot lottery is a "5R probability variable jackpot," a "16R probability variable jackpot," or a "5R normal jackpot."
[0094] On the other hand, in the case of a 5R normal jackpot, after the end of the jackpot game, the game is executed in a normal time-shortening mode, which is a low probability mode (first notification game state) in which the probability of winning the jackpot is low and a high frequency support mode in which the probability of opening the electric accessory 315b is high. The high frequency support mode in the normal time-shortening mode continues until a preset number of jackpot draws, for example, 50 or 100 times, are completed.
[0095] Incidentally, when the gaming machine 10 is configured as an ST machine or a V-ST machine rather than a loop probability variable machine, after the jackpot game ends when a probability variable jackpot is generated, a preset number of jackpot lotteries (e.g., 50 or 100 times) are executed in the probability variable time-saving mode (high probability mode and high-frequency support mode), after which the game transitions to the low-probability mode and the high-frequency support mode ends. Another possible embodiment is to conduct a lottery for transitioning from the probability variable time-saving mode to the normal time-saving mode or the low-probability mode during variable play. Note that if the jackpot lottery result is a miss, the game does not transition to the jackpot game state or the high-frequency support mode. In this embodiment, the gaming machine 10 is described as having three types of jackpots: a 5R probability variable jackpot, a 16R probability variable jackpot, and a 5R normal jackpot. However, other jackpot types, such as a 2-round probability variable jackpot, a 2-round normal jackpot, and a 16R normal jackpot, are also possible.
[0096] Furthermore, the reach random number counter C3 is incremented by 1 in sequence within a range of, for example, 0 to 238, and is reset to 0 after reaching the maximum value. The reach random number counter C3 is updated periodically, and is stored in the reserve storage area 412b when a gaming ball enters the first actuation port 314 or the second actuation port 315.
[0097] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is a miss. Specifically, the miss type table stored in the miss type table storage area in the ROM 411 sets the values of the reach random number counter C3 corresponding to three types of misses: a front-to-back miss reach, in which the final stopped symbol stops just one symbol before or after the reach symbol after a reach has occurred; a non-front-to-back miss reach, in which the final stopped symbol stops other than before or after the reach symbol after a reach has occurred; and a complete miss, in which no reach occurs. Figure 8(D) shows an example of the miss type table. In the example shown in Figure 8(D), the random number value for a front-to-back miss reach is 0 to 8, the random number value for a non-front-to-back miss reach is 9 to 38, and the random number value for a complete miss is 39 to 238. In addition, in variable games in which a 5R special jackpot, a 16R special jackpot, or a 5R normal jackpot is won, i.e., variable games that transition to an open / close execution mode, the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0098] Here, "reach" refers to a variable state in which a main symbol combination indicating a jackpot is likely to occur between the start of the variable display of symbols on the symbol display unit 341 and the static display of the symbols. In one example, the same symbol is statically displayed at two of the three stop positions on the pay line on the symbol display unit 341, and the display symbol corresponding to the remaining stop position is variable. During the reach variable state on the symbol display unit 341, a story presentation process is executed in which a video of a predetermined character or the like is displayed to suggest the degree of expectation, or a player-participation operation presentation process is executed in which the player's operation of the operation button 20 is reflected in the presentation. During the execution of these presentation processes, the variable display on the symbol display unit 341 may be hidden or may be displayed in a reduced or enlarged form.
[0099] The electric accessory opening counter C4 is incremented by one within a range of, for example, 0 to 250, and is reset to 0 after reaching its maximum value. The electric accessory opening counter C4 is periodically updated, and is stored in the electric accessory holding area 412c in the RAM 412 at the timing when a gaming ball enters the through gate 317. Then, at a predetermined timing, a lottery is held to determine whether or not the electric accessory 315b will be opened for a predetermined time based on the value of the electric accessory opening counter C4 stored in the electric accessory holding area 412c. For example, it is considered that a win occurs when the electric accessory opening counter C4 is between 0 and 199, and a loss occurs when the electric accessory opening counter C4 is between 200 and 250.
[0100] The variation type counter CS1 is incremented by one within a range of, for example, 0 to 199, and reset to 0 after reaching a maximum value. Specifically, the variation type counter CS1 determines the general variation type, such as normal reach, super reach, or special reach, as a variation game presentation. The variation type counter CS1 is updated once each time the main processing described below is executed by the MPU 41, and is also repeatedly updated within the remaining time of the main processing. The value of the variation type counter CS1 is stored in the reserve storage area 412b when a gaming ball enters the first actuation port 314 or the second actuation port 315.
[0101] Then, the MPU 41 determines a variation pattern indicating the variation display time based on the variation type counter CS1 and a preset variation table. Specifically, the MPU 41 identifies the type of variation pattern by referring to a normal jackpot variation table, a probability variable jackpot variation table, or a miss variation table pre-stored in the variation table storage area of the ROM 411. Note that these variation tables may be provided separately for the low probability mode and the high probability mode. Also, the probability variable jackpot variation table may be provided separately for each of the 5R probability variable jackpot and the 16R probability variable jackpot.
[0102] Here, Figures 8(E), 8(F), and 8(G) are diagrams showing examples of a normal jackpot fluctuation table, a probability variable jackpot fluctuation table, and a loss fluctuation table. As shown in Figures 8(E), 8(F), and 8(G), in the normal jackpot fluctuation table, the probability variable jackpot fluctuation table, and the loss fluctuation table, fluctuation patterns are previously associated with the value of the fluctuation type counter CS1. Then, the MPU41 refers to the normal jackpot fluctuation table when the lottery result in the jackpot lottery is a "5R normal jackpot," the probability variable jackpot fluctuation table when the lottery result is a "5R probability variable jackpot" or a "16R probability variable jackpot," and the loss fluctuation table when the lottery result is a "loss," respectively, to identify the type of fluctuation pattern.
[0103] More specifically, as shown in FIG. 8(E) and FIG. 8(F), in the normal jackpot fluctuation table and the probability variable jackpot fluctuation table, one of the fluctuation patterns "01" to "03" is selected according to the value of the fluctuation type counter CS1. Here, when the fluctuation pattern "01" is selected, the symbol display unit 341 executes the fluctuation display in the form of a normal reach, in which the fluctuation display time is 30 seconds. Also, when the fluctuation pattern "02" is selected, the symbol display unit 341 executes the fluctuation display in the form of a super reach, in which the fluctuation display time is 60 seconds. Furthermore, when the fluctuation pattern "03" is selected, the symbol display unit 341 executes the fluctuation display in the form of a special reach, in which the fluctuation display time is the longest, 90 seconds. Note that the types of fluctuation patterns are not limited to these. Also, the probability variable jackpot fluctuation table may be provided separately for each of the 5R probability variable jackpot and the 16R probability variable jackpot.
[0104] For example, in the gaming machine 10, multiple types of normal reaches with different characters, stories, etc. are prepared as normal reaches corresponding to the variation pattern "01", and one of the normal reaches selected from among them is executed.
[0105] Similarly, in the gaming machine 10, multiple types of super reaches with different characters, stories, etc. are prepared as super reaches corresponding to variation pattern "02", and one of these super reaches is selected and executed. A super reach is a reach with a longer variation time than a normal reach and a shorter variation time than a special reach, and is executed when suggesting to the player that the probability (expectation) of the lottery result in the jackpot lottery is a jackpot is higher than a normal reach, and the probability (expectation) of winning the jackpot is lower than a special reach.
[0106] Furthermore, in the gaming machine 10, as the special reach corresponding to the variation pattern "03", a plurality of types of special reaches with different characters and stories are prepared, and one of the special reaches selected from among them is executed. The special reach is a reach with a longer variation time than the normal reach and the super reach, and is a reach that includes an effect that develops from, for example, the normal reach or the super reach.
[0107] In addition, the reaches corresponding to the variation patterns may include player participation type operation effects such as a single operation effect in which a single operation of the operation button 20 by the player is reflected in the effect, a rapid press operation effect in which a rapid press of the operation button 20 by the player is reflected in the effect, and a long press operation effect in which a long press of the operation button 20 by the player is reflected in the effect.
[0108] Also, as shown in FIG. 8(G), in the loss fluctuation table, a correspondence relationship between the fluctuation type counter CS1 and a fluctuation pattern is defined for each stop type at the time of loss (reach of a front or rear loss, reach other than a front or rear loss, complete loss) determined by the value of the reach random number counter C3. More specifically, if the stop type at the time of loss is reach of a front or rear loss or reach other than a front or rear loss, one of the fluctuation patterns "01" to "03" is selected according to the value of the fluctuation type counter CS1. On the other hand, if the stop type at the time of loss is complete loss, one of the fluctuation patterns "04" or "05" is selected according to the value of the fluctuation type counter CS1. Note that when the fluctuation pattern "04" is selected, the symbol display unit 341 displays a fluctuation display time of 7 seconds without a reach. Furthermore, when the fluctuation pattern "05" is selected, the symbol display unit 341 displays a fluctuation display time of 10 seconds without a reach.
[0109] For example, in the gaming machine 10, as a variable display at the time of a loss corresponding to the variation pattern "04", a variable display of a loss pattern in which the variable display stops at a loss symbol without accompanying advance notice effects such as the display of characters, messages, etc. is executed. Also, in the gaming machine 10, as a variable display at the time of a loss corresponding to the variation pattern "05", a variable display of a loss pattern in which the variable display stops at a loss symbol accompanied by advance notice effects such as the display of characters, messages, etc. is executed. Also, when a variable display at the time of a loss corresponding to the variation pattern "05", a player-participation type operation effect in which the operation of the operation button 20 by the player is reflected may be executed as an advance notice effect.
[0110] Then, when the MPU 41 identifies a variation pattern indicating the variation display time by the 7-segment displays 372, 373 of the main display unit 37 and the symbol display unit 341, it inputs a variation pattern command indicating the variation pattern and the lottery result of the jackpot lottery to the voice lamp control device 5. Specifically, if the lottery result is a "5R normal jackpot," the MPU 41 outputs one of the variation pattern commands "A01" to "A03" in which "A" indicating that it is a 5R normal jackpot is added before the variation patterns "01" to "03." Also, if the lottery result is a "5R probability variable jackpot," the MPU 41 outputs one of the variation pattern commands "B01" to "B03" in which "B" indicating that it is a 5R probability variable jackpot is added before the variation patterns "01" to "03." Furthermore, if the lottery result is a "16R probability variable jackpot," the MPU 41 outputs one of the variation pattern commands "C01" to "C03," in which a "C" indicating a 16R probability variable jackpot is added before the variation pattern "01" to "03." Furthermore, if the lottery result is a "miss," the MPU 41 outputs one of the variation pattern commands "D01" to "D05," in which a "D" indicating a miss is added before the variation pattern "01" to "05." This allows the voice lamp control device 5 to determine the variation pattern (variation display time) and the lottery result based on the variation pattern command, and determines the details of the variation mode, such as the variation type and performance type, to be displayed on the symbol display unit 341 based on the variation pattern and the lottery result. The voice lamp control device 5 then causes the symbol display unit 341 to execute a variation display based on the determined details of the variation mode, plays audio from the speaker 26 in accordance with the variation display, and turns on, blinks, or extinguishes the illumination unit 27.
[0111] Therefore, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process of determining a variation pattern (variation display time) for the variation display on the symbol display unit 341 based on the variation type counter CS1 and the variation table. Therefore, even if the MPU 41 of the gaming machine 10 is configured with an 8-bit microcomputer, the MPU 41 can stably execute a jackpot lottery. Furthermore, since the details of the variation mode actually displayed on the symbol display unit 341 are determined by the sound lamp control device 5, it is possible to selectively execute a wide variety of variation modes.
[0112] [Sub-control unit 332] As shown in Figure 6, the sub-control unit 332 is equipped with a voice lamp control device 5 and a display control device 6, and performs pattern variation display and performance display in the pattern display section 341 based on a control signal input from the main control unit 331.
[0113] [Audio lamp control device 5] The voice and lamp control device 5 includes an MPU 51 and an input / output I / F 52. The MPU 51 is a computing device configured as a one-chip microcomputer. The MPU 51 also includes a ROM 511 and a RAM 512.
[0114] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The ROM 511 also stores information such as sounds and lamp flashing patterns used in variable game effects, jackpot game effects, etc. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processing executed by the MPU 51. The RAM 512 may also be a non-volatile storage unit.
[0115] The sound and lamp control device 5 executes processing according to a control program stored in the ROM 511 using the MPU 51, and inputs commands (control signals) to the display control device 6 based on commands (control signals) input from the main control device 4, thereby controlling the display of the symbol display unit 341. The sound and lamp control device 5 also controls the playback sound output from the speaker 26 and the blinking mode of the illumination unit 27 in accordance with the display of the symbol display unit 341. For example, when executing a variable game performance and a jackpot game performance, which will be described later, the MPU 51 controls the image display on the symbol display unit 341, the playback sound output from the speaker 26, and the blinking mode of the illumination unit 27.
[0116] The input / output I / F 52 is an input / output interface that inputs signals to the voice lamp control device 5 and outputs control signals from the voice lamp control device 5. Specifically, the input / output I / F 52 is connected to the main control device 4 and the display control device 6. The main control device 4 inputs commands to the voice lamp control device 5, such as a variation pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a jackpot game end command, a jackpot game start command, a jackpot game end command, a round game start command, an ending start command, a variable prize entry command, an error occurrence command, and an error resolution command. The voice lamp control device 5 also outputs display variation pattern commands and the like to the display control device 6. Another possible embodiment is one in which the display control device 6 receives commands from the main control device 4 and inputs the commands to the voice lamp control device 5. Another possible embodiment is one in which the sub-control unit 332 includes a single control device that has the functions of both the voice lamp control device 5 and the display control device 6.
[0117] The input / output I / F 52 is also connected to the speaker 26, the illumination unit 27, and the motor driver 39c. In the audio and lamp control device 5, the MPU 51 can control the audio output from the speaker 26, the flashing pattern of the illumination unit 27, and the like, based on commands input from the main control device 4. The MPU 51 can also control the motor 39a via the motor driver 39c to operate the movable accessory member 39 (see FIGS. 4 and 5), and can obtain the detection result from the return detection unit 39b to determine whether the movable accessory member 39 has returned to the standby state. The input / output I / F 52 is also connected to the operation switch 20a, the up selection operation switch 211a, the down selection operation switch 211b, the left selection operation switch 211c, the right selection operation switch 211d, and the decision operation switch 21Ba. This allows the MPU 51 to detect that operations have been performed on the operation button 20, the multiple selection buttons 21A (211 to 214), and the decision button 21B, and based on the detection results, it is also possible to control the game presentation executed in the pattern display unit 341, the sound output from the speaker 26, the flashing pattern of the illumination unit 27, etc.
[0118] The MPU 51 performs predetermined calculation processing based on commands input from the main control unit 4, such as a variable pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a jackpot game end command, an opening / closing real mode start command, an opening / closing real mode end command, a round game start command, a round game end command, and a variable prize opening winning command.
[0119] Specifically, when a variation pattern command is input, the MPU 51 determines a variation pattern (a stopped symbol combination of main symbols, a variation display time, a variation type (see FIG. 31(B))) and a presentation type (see FIGS. 32(A) to 32(C)) based on the variation pattern command, transmits a display variation pattern command corresponding to the variation pattern to the display control device 6 (see steps S2703 to S2705 in the command determination process of FIG. 30), and starts a symbol variation display on the symbol display unit 341. At this time, if the variation pattern command indicates a miss, the symbol display unit 341 displays a combination of main symbols corresponding to the miss. On the other hand, if the variation pattern command indicates a 5R normal jackpot, a combination of main symbols corresponding to a 5R normal jackpot is displayed, if the variation pattern command indicates a 5R probability variable jackpot, a combination of main symbols corresponding to a 5R normal jackpot or a 5R probability variable jackpot is displayed, and if the variation pattern command indicates a 16R probability variable jackpot, a combination of main symbols corresponding to a 5R normal jackpot, a 5R probability variable jackpot, or a 16R probability variable jackpot is displayed. In addition, if the variation pattern command includes information regarding the type of jackpot, the MPU 51 stores the information regarding the type of jackpot in RAM 512, and when a jackpot game start command is received, the MPU 51 refers to the information regarding the type of jackpot stored in RAM 512 when determining the jackpot game presentation (see step S2804 in the jackpot game presentation determination process in Figure 33).
[0120] [Display Control Device 6] The display control device 6 controls the display of the symbol display unit 341 based on commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 controls the display of the symbol display unit 341 based on display variation pattern commands input from the voice lamp control device 5, and thereby performs symbol variation display and performance display.
[0121] The display control device 6 includes an MPU 61 and an input / output I / F 62, and the input / output I / F 62 is connected to the voice lamp control device 5 and the pattern display unit 341. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.
[0122] The MPU 61 is an arithmetic unit configured as a one-chip microcomputer, and has a built-in ROM 611 and a built-in RAM 612. The display control device 6 also has built-in other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts. The MPU 61 executes processing in accordance with a control program stored in the ROM 611 or the like. Some or all of the processing executed by the display control device 6 may be executed by electronic circuits.
[0123] The ROM 611 stores a control program and a plurality of images, including variable symbols, such as main symbols used in the variable symbol display of the symbol display unit 341, preview effect images, reach effect images, jackpot effect images, miss effect images, opening effect images used in the jackpot game effect, opening / closing execution effect images, ending effect images, top menu images used in game settings, and game setting images and character setting images displayed from the top menu image. The images displayed on the symbol display unit 341 include still images and moving images. In this embodiment, at least the reach effect images, opening effect images, and opening / closing execution effect images include a plurality of character effect images, in which images of some or all of a plurality of characters prepared in advance are displayed. The ROM 611 also stores a display schedule corresponding to each variable display pattern command. Specifically, the display schedule includes the type of image to be used, the display timing, and the variable display time of the variable symbols. In the display control device 6, the MPU 61 displays images on the symbol display unit 341 in accordance with a display schedule corresponding to the variable display pattern command, thereby realizing variable symbol display and effect display.
[0124] The RAM 612 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 61. The RAM 612 may also be a non-volatile storage unit.
[0125] [Dispensing control device 7] The dispensing control device 7 is equipped with an MPU 71 and an input / output I / F 72. The MPU 71 is a computing device configured as a one-chip microcomputer. The MPU 71 also has a built-in ROM 711 and RAM 712.
[0126] The ROM 711 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The RAM 712 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. The RAM 712 may also be a non-volatile storage unit.
[0127] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, the input / output I / F 72 is connected to the payout device 132 and the ball lending device 100.
[0128] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and is equipped with a drive unit 132a, such as a motor, that drives a ball stop member that switches whether or not game balls are paid out, and a payout sensor 132b that individually detects the game balls being paid out. The payout control device 7 pays out any number of game balls by controlling the drive unit 132a based on the detection results of the payout sensor 132b. The payout control device 7 is also provided with a state recovery switch 73. The state recovery switch 73 is operated, for example, when a payout error such as ball jamming in the payout device 132 occurs, to resolve the ball jam (return to normal state).
[0129] The ball dispensing device 100 is installed in an island facility together with the gaming machine 10. The ball dispensing device 100 can dispense and dispense a number of gaming balls to a player corresponding to a preset amount within the range of amounts stored on a recording medium, such as a card, inserted into the ball dispensing device 100 in response to the operation of a ball dispensing operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal instructing the dispensing control device 7 to dispense a predetermined number of gaming balls is input from the ball dispensing device 100, the MPU 71 controls the dispensing device 132 to dispense the predetermined number of gaming balls. The recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium with an integrated circuit chip. The ball dispensing device 100 may also be capable of dispensing a predetermined number of gaming balls according to the amount of cash inserted.
[0130] [Launch Control Device 8] The launch control device 8 includes a launch control IC 81 that controls the operation of the game ball launching mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeding device 322 of the game ball launching mechanism 32, thereby supplying game balls stored in the upper tray 23 onto the launch rail 321. The launch control IC 81 then detects the amount of operation of the launch handle 22 and drives the solenoid 323 of the game ball launching mechanism 32 in accordance with the amount of operation, thereby launching the game balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeding device 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset cycle (e.g., 0.6 seconds) as a drive signal. As a result, in the gaming machine 10, one game ball is launched toward the play area every 0.6 seconds.
[0131] Furthermore, the launch handle 22 is provided with a variable resistor for detecting the amount of rotation by the player, and a voltage is input to the launch control IC 81 according to the amount of rotation of the launch handle 22. As a result, the launch control IC 81 adjusts the voltage applied to the solenoid 323 based on the voltage value input according to the amount of rotation of the launch handle 22 so that the greater the amount of rotation of the launch handle 22, the stronger the launch of the game balls from the game ball launching mechanism 32.
[0132] Furthermore, the launch handle 22 is provided with a touch sensor 21a for detecting that the player is touching the launch handle 22, and a ball stop switch 21b that the player operates to stop the launch of the game balls at will. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the launch of the game balls by the game ball launch mechanism 32 when the touch sensor 21a detects that the player is not touching the launch handle 22, or when the ball stop switch 21b is detected to be operated by the player. This prevents a game from being played when the launch handle 22 is not being touched, for example, by fixing the launch handle 22 in a rotating state. In addition, the player can stop the launch of the game balls by operating the ball stop switch 21b with their thumb or the like at any timing while rotating the launch handle 22.
[0133] [Power supply control device 9] The power supply control device 9 generates a +12V voltage to drive various sensors, drive units, etc., and a +5V voltage for the logic used in the control device. The power supply control device 9 then supplies the generated +12V or +5V voltage to the main control device 4, audio lamp control device 5, display control device 6, dispensing control device 7, launch control device 8, etc.
[0134] The power supply control device 9 is provided with a power switch 90 for turning the power supply to the gaming machine 10 on and off, and a RAM clear switch 91 that is operated to return the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated to turn on the power with the RAM clear switch 91 in the ON state.
[0135] The power supply control device 9 is also provided with a capacitor and a secondary battery as charging means that are charged with power supplied from the power supply equipment. As a result, in the gaming machine 10, even if the power supply from the power supply equipment is cut off, the information in the RAM provided in the control device is retained for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even if the power supply from the power supply equipment is cut off, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0136] Furthermore, when the power supply control device 9 determines that the power supply has been cut off, it inputs a power outage signal to the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. For example, when the power supply control device 9 outputs a preset 24V DC voltage based on the power supplied from the power supply equipment, it determines that a power outage has occurred when the DC voltage falls below the preset 22V. Note that when the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. receive a power outage signal from the power supply control device 9, they interrupt the control they are currently executing and execute a predetermined NMI interrupt process.
[0137] [Processing by Main Control Unit 4] Next, the processing executed by the MPU 41 of the main control device 4 will be described with reference to Figures 9 to 18. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is started periodically, an NMI interrupt process that is executed in the event of a power outage, etc. In this embodiment, a description of the startup process, NMI interrupt process, etc. will be omitted, and only the main timer interrupt process and main process will be described.
[0138] [Main timer interrupt processing of main control unit 4] 9 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec.
[0139] <Step S1001> First, in step S1001, the MPU 41 executes a sensor detection process to determine the detection state of the sensors or switches connected to the main control device 4. For example, the MPU 41 determines the detection state of the ball entry sensors 313a to 317a, the magnet sensor 35, and the radio wave sensor 36. At this time, if the MPU 41 detects that a gaming ball has entered any of the ball entry sensors 313a to 317a, it stores that information in the RAM 412 as winning detection information.
[0140] <Step S1002> Next, in step S1002, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 adds 1 to the counter values of the random number initial value counters CIN1 and CIN2, and when the counter values reach their maximum values, clears the counter values to 0.
[0141] <Step S1003> Next, in step S1003, the MPU 41 executes updates to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal win random number counter C4. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal win random number counter C4, respectively, and clears the counter values to 0 when the counter values reach their maximum values.
[0142] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process in response to a win in the first actuation port 314 or the second actuation port 315 (step S1004), and executes a launch control process (step S1005). Details of the start winning process will be described later with reference to FIG.
[0143] On the other hand, the launch control process is a process that enables the launch of game balls on the condition that the touch sensor 21a detects that the player is touching the launch handle 22 and the ball stop switch 21b for stopping the launch is not operated. Also, the launch control process is a process that disables the launch of game balls when the touch sensor 21a detects that the player is not touching the launch handle 22 or when the ball stop switch 21b is operated. When the launch of game balls is enabled, the MPU 41 instructs the launch control device 8 to launch the game balls.
[0144] <Step S1006> In step S1006, the MPU 41 executes a through gate process to determine whether or not to open the electric role device 315b of the second actuation port 315 based on the normal win random number counter C4 stored in the electric role reserve area 412c. Specifically, in the through gate process, the MPU 41 first determines whether or not the current gaming mode is the high frequency support mode based on the high frequency mode flag. If the high frequency support mode is not selected, the MPU 41 determines that a normal symbol win has occurred if the normal win random number counter C4 is between 0 and 29, and determines that a loss has occurred if the normal win random number counter C4 is between 30 and 249. Furthermore, if the high frequency support mode is selected, the MPU 41 determines that a normal symbol win has occurred if the normal win random number counter C4 is between 0 and 199, and determines that a loss has occurred if the normal win random number counter C4 is between 200 and 249. When the MPU 41 determines that a normal symbol has been won in the through gate process, the electric accessory 315b is opened for a predetermined time, which allows the game ball to enter the second operating port 315 at the upper right of the game board 31 where the electric accessory 315b is arranged.
[0145] <Step S1007> In step S1007, the MPU 41 determines whether an error has occurred, and if an error has occurred, executes error processing to determine whether the error has been resolved. If an error has occurred, the MPU 41 sets an error occurrence flag stored in the RAM 412 to ON according to the error type, and sets an error occurrence command in the RAM 412. On the other hand, if the error has been resolved, the MPU 41 sets an error flag corresponding to the resolved error type to OFF, and sets an error resolution command in the RAM 412. Examples of errors include a ball jam error, a tray full error, a magnet detection error, a radio wave detection error, a vibration detection error, an abnormal winning error, and an open door error. The ball jam error and the tray full error are classified as normal errors, while the magnet detection error, the radio wave detection error, the vibration detection error, the abnormal winning error, and the open door error are classified as fraud detection errors. A fraud detection error is considered an error that requires immediate notification after occurrence, while a normal error is considered an error that does not require immediate notification after occurrence.
[0146] [Start-up winning process] Here, with reference to FIG. 10, the start winning process executed by the MPU 41 in step S1004 of FIG. 9 will be described.
[0147] <Step S1101> First, in step S1101, the MPU 41 determines whether or not a gaming ball has entered the first actuation port 314. If the MPU 41 determines that a gaming ball has entered the first actuation port 314 (step S1101: Yes), the MPU 41 proceeds to step S1102, and if the MPU 41 determines that a gaming ball has not entered the first actuation port 314 (step S1101: No), the MPU 41 proceeds to step S1106.
[0148] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the reservation number N stored in the reservation number storage area NAA of the RAM 412 is the maximum reservation number (4 in this embodiment). If the reservation number N is the maximum reservation number (step S1102: Yes), the MPU 41 proceeds to step S1106. On the other hand, if the reservation number N is not the maximum reservation number (step S1102: No), the MPU 41 adds 1 to the reservation number N (step S1103).
[0149] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which are updated in step S1003 of Figure 9, and the variable type counter CS1, which is updated in the main processing described below (steps S1302 and S1310 of Figure 12), and stores the count values in the first empty reserve area among the first reserve area REA1 to the fourth reserve area REA4 of the first reserve storage area REA of the reserve storage area 412b in RAM 412.
[0150] <Step S1105> In step S1105, the MPU 41 checks the content of the win / loss information for the first reservation acquired in step S1104 before it becomes the subject of judgment of whether or not it is a jackpot in the fluctuation start processing (S1408 in FIG. 13, FIG. 15) described later, and executes a first reservation command setting process that sets the first reservation command in the RAM 412 based on the confirmation result. Details of the first reservation command setting process will be described later with reference to FIG. 11.
[0151] <Step S1106> In step S1106, the MPU 41 determines whether or not a gaming ball has entered the second actuation port 315. If the MPU 41 determines that a gaming ball has entered the second actuation port 315 (step S1106: Yes), the MPU 41 proceeds to step S1107, and if the MPU 41 determines that a gaming ball has not entered the second actuation port 315 (step S1106: No), the MPU 41 ends the start-up winning process and proceeds to step S1005 in FIG.
[0152] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the reserved number M stored in the reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). If the reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the start winning process and proceeds to step S1005 in Fig. 9. On the other hand, if the reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 adds 1 to the reserved number M (step S1108).
[0153] <Step S1109> In step S1109, the MPU 41 acquires the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, which are updated in step S1003 of Figure 9, and the variable type counter CS1, which is updated in the main processing described below, and stores the counter values in the first empty reserve area among the first reserve area REB1 to the fourth reserve area REB4 of the second reserve storage area REB of the reserve storage area 412b in RAM 412.
[0154] <Step S1110> In step S1110, the MPU 41 checks the content of the win / loss information for the second reserved command acquired in step S1109 before the information is used to determine whether or not a jackpot has been won in the fluctuation start process (S1408 in FIG. 13, FIG. 15) described below, and executes a second reserved command setting process to set a second reserved command in RAM 412 based on the confirmation result. Here, the second reserved command setting process is similar to the first reserved command setting process described below with reference to FIG. 11, so a detailed description will be omitted. Note that the second reserved command setting process can be performed by replacing the "first reserved command" with the "second reserved command" and the "reserved number N" with the "reserved number M" in the first reserved command setting process in FIG. 11.
[0155] [First pending command setting process] Here, with reference to Fig. 11, the first reserved command setting process executed by the MPU 41 in step S1105 of Fig. 10 will be described. The first reserved command includes information indicating that the command is the first reserved command, and information such as the type of the first reserved command (jackpot type or miss), the fluctuation pattern, and the number of reserved commands N.
[0156] <Step S1201> In step S1201, the MPU 41 reads out the reserved number N from the reserved number memory area NAA of the first reserved storage area REA, and also reads out the value of the jackpot random number counter C1 corresponding to each first reserved number from the RAM 412.
[0157] <Step S1202> In step S1202, the MPU 41 determines whether the mode is the high probability mode, and if the mode is the high probability mode (step S1202: Yes), the process proceeds to step S1203. If the mode is not the high probability mode (step S1202: No), the process proceeds to step S1204. For example, the MPU 41 determines whether the mode is the high probability mode based on a high probability mode flag that can be set to ON in the game state transition process (step S1306 in the main process of FIG. 12) described below. The high probability mode flag is set to ON by the MPU 41 when transitioning to the high probability mode, and is set to OFF when transitioning to the low probability mode.
[0158] <Steps S1203 and S1204> In step S1203, the MPU 41 determines whether the counter value of the jackpot random number counter C1 read in step S1201 is a value corresponding to a jackpot win, based on the high-probability mode win / loss table (see FIG. 8(B)). Meanwhile, in step S1204, the MPU 41 determines whether the counter value of the jackpot random number counter C1 read in step S1201 is a value corresponding to a jackpot win, based on the low-probability mode win / loss table (see FIG. 8(A)).
[0159] <Step S1205> In step S1205, the MPU 41 determines whether the count value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU 41 determines that the count value read from the jackpot random number counter C1 corresponds to a jackpot win (step S1205: Yes), the MPU 41 proceeds to step S1206. If the MPU 41 determines that the count value read from the jackpot random number counter C1 does not correspond to a jackpot win (step S1205: No), the MPU 41 proceeds to step S1208.
[0160] <Step S1206> In step S1206, the MPU 41 reads out the count values of the jackpot type counter C2 and the fluctuation type counter CS1 from the RAM 412. For example, if the win / loss information is stored in the third reserve storage area RE3 in step S1104 of Fig. 10, the count values of the jackpot type counter C2 and the fluctuation type counter CS1 included in the win / loss information stored in the third reserve storage area RE3 are read out. Note that the reserve area in which the win / loss information is stored in step S1104 of Fig. 10 among the first reserve storage area RE1 to the fourth reserve storage area RE4 can be determined by the value of the reserve number N stored in the reserve number memory area NA.
[0161] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the variable type counter CS1, and the reserved number N in the first reserved command. In this way, since the first reserved command includes the reserved number N read out in step S1201, the MPU 51 of the voice lamp control device 5 that receives the first reserved command can recognize which of the first reserved storage area RE1 to fourth reserved storage area RE4 the win / loss information stored in the first reserved command corresponds to by referring to the reserved number N included in the first reserved command.
[0162] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the count value of the fluctuation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is a miss, the fluctuation type counter CS1, and the number of reserved items N in the first reserved command (step S1209).
[0163] The first hold command set to ON in the first hold command setting process is stored in RAM 412, and is erased after being sent to the voice lamp control device 5 together with other commands in step S1301 of the main process in FIG. 12, which will be described later and is executed by the MPU 41 of the main control device 4. Furthermore, the content of the first hold command described here is merely an example, and is not limited to what is described here as long as the voice lamp control device 5 can grasp content similar to the hold command. For example, it is conceivable that some or all of the information of the first hold command is included in another command.
[0164] [Main processing of main control unit 4] Next, the main processing executed by the MPU 41 of the main control device 4 will be described with reference to Fig. 12. In the main processing, main control processing for the progress of variable games and jackpot games is executed. In the main processing, the processing of steps S1301 to S1307 is executed as periodic processing, for example, at a cycle of 4 msec, and the counter update processing of steps S1308 to S1310 is executed in the remaining time from the end of the processing of steps S1301 to S1307 until the next cycle.
[0165] <Step S1301> First, in step S1301, the MPU 41 executes an external output process to transmit output data such as commands set in the main timer interrupt process of Fig. 9 or the previous main process to a control device such as the sub-control unit 332 or the peripheral control unit 140. For example, if commands such as a variable pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a jackpot game end command, a variable prize opening prize command, an error occurrence command, or an error resolution command are set in the RAM 412, the MPU 41 transmits the command to the voice lamp control device 5. Also, if a prize ball command is set in the RAM 412 in the prize ball command setting process in step S1303 described later in the main process, the MPU 41 transmits the prize ball command to the payout control device 7.
[0166] <Step S1302> In step S1302, the MPU 41 updates the value of the fluctuation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value of the fluctuation type counter CS1, and clears the counter value to 0 when the counter value reaches the maximum value.
[0167] <Step S1303> In step S1303, the MPU 41 sets in the RAM 412 a prize ball command to be output to the payout control device 7 and the sub-control unit 332. Specifically, the MPU 41 determines whether a prize has been won in the general prize opening 313, the variable prize opening 316, etc., based on the winning detection information stored in the RAM 412. If a prize has been won, the MPU 41 sets in the RAM 412 a prize ball command indicating the number of prize balls to be paid out in accordance with that prize. Furthermore, if the MPU 41 determines, based on the winning detection information stored in the RAM 412, that a prize has been won in the variable prize opening 316, the MPU 41 sets in the RAM 412 a variable prize opening winning command. This variable prize opening winning command is sent to the sound lamp control device 5 in the external output processing of step S1301 of the main processing. As a result, the MPU 51 of the sound lamp control device 5 can cause the symbol display unit 341 to display the number of game balls to be paid out (display of paid balls) during a jackpot game.
[0168] <Step S1304> In step S1304, the MPU 41 executes a variable game control process for controlling a game in the variable game mode. The details of the variable game control process will be described later, but in the variable game control process, the above-mentioned jackpot lottery is executed, and a variable pattern command required for the variable symbol display by the symbol display unit 341 is set. At this time, the MPU 41 sets a variable pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412 based on the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, which are updated in step S1003 of the main timer interrupt process of Fig. 9, and the variable symbol type counter CS1, which is updated in steps S1302 and S1310.
[0169] <Step S1305> In step S1305, the MPU 41 executes a jackpot game control process for controlling the progress of the game in the jackpot game. The details of the jackpot game control process will be described later, but in the jackpot game control process, by controlling the opening and closing of the opening and closing door 316b, a round game in which game balls can enter the variable winning opening 316 is executed multiple times. This allows the player to acquire many game balls in the jackpot game.
[0170] <Step S1306> In step S1306, the MPU 41 executes a game state transition process for transitioning the game state based on the result of the jackpot lottery in step S1604 in the fluctuation start process of Fig. 15. In the game state transition process, when a predetermined condition is met, the MPU 41 transitions the game state to a jackpot game state having an open / close execution mode, a time-shortened game state which is a high-probability mode and a high-frequency support mode, a normal time-shortened game state which is a low-probability mode and a high-frequency support mode, a normal non-time-shortened game state which is a low-probability mode and a high-frequency support mode, or the like.
[0171] For example, if the result of the jackpot lottery is a jackpot, the MPU 41 transitions the game state to a jackpot game state after the variable game for the jackpot has ended, and executes a jackpot game having an open / close execution mode. At this time, the MPU 41 sets a jackpot game start flag stored in the RAM 412 to ON. Meanwhile, the MPU 41 determines whether the jackpot game has ended based on whether a jackpot game end flag, which is set to ON in step S1722 of the jackpot game control processing in FIG. 16 described later, is ON, and if it determines that the jackpot game has ended, transitions the game state from the jackpot game state to a predetermined game state.
[0172] Specifically, if the 5R variable jackpot flag, 16R variable jackpot flag or 5R normal jackpot flag, which is set to ON in step S1607, S1608 or S1609 in the variable start processing of Figure 15 described below, is ON at the end of the variable play for the jackpot, the jackpot play start flag is set to ON, thereby transitioning the play state after the end of the variable play for the jackpot to the jackpot play state.
[0173] Furthermore, after the jackpot game ends, the MPU 41 transitions the game state from the jackpot game state to a predetermined game state based on whether the aforementioned 5R probability variable jackpot flag, 16R probability variable jackpot flag, or 5R normal jackpot flag is set to on. For example, if the 5R probability variable jackpot flag or the 16R probability variable jackpot flag is set to on, the MPU 41 transitions the game state from the jackpot game state to a probability variable time-limited game state. Furthermore, if the 5R normal jackpot flag is set to on, the MPU 41 transitions the game state from the jackpot game state to a normal time-limited game state.
[0174] Furthermore, when the MPU 41 transitions the gaming state, it sets the gaming state flag for the gaming state after the transition to ON. For example, when the MPU 41 transitions the gaming state to a time-saving probability variable gaming state, it sets the high probability mode flag to ON, and when the MPU 41 transitions the gaming state to a normal time-saving gaming state, it sets the time-saving mode flag to ON. Also, when the MPU 41 sets the time-saving mode flag to ON, it sets the time-saving counter to a preset number of time-saving times (50 times, 100 times, etc.) as the number of times variable gaming is executed in the time-saving mode. On the other hand, when the MPU 41 transitions the gaming state from a jackpot gaming state to another gaming state, it sets the jackpot flag that is set to ON among the 5R probability variable jackpot flag, the 16R probability variable jackpot flag, and the 5R normal jackpot flag to OFF.
[0175] <Step S1307> In step S1307, the MPU 41 executes display control processing for the main display unit 37. This display control processing causes the 7-segment displays 372, 373 in the main display unit 37 to display a varying pattern only for the varying display time corresponding to the varying pattern command, and the varying pattern display is statically displayed with a pattern indicating the lottery result. Furthermore, the display control processing causes each LED lamp in the LED pair 371 in the main display unit 37 to flash only for a predetermined normal pattern varying display time, and the presence or absence of a normal pattern win is indicated by a lighting pattern that is a combination of the pair of LED lamps being on and off. In addition, if a normal pattern win occurs, the electric device 315b associated with the second operating port 315 is opened for a predetermined time.
[0176] <Step S1308> In step S1308, the MPU 41 determines whether the timing for executing the next main process has arrived, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU 41 determines that the timing for executing the next main process has arrived (step S1308: Yes), the MPU 41 proceeds to step S1301 and executes the processes from step S1301 onward. On the other hand, if the MPU 41 determines that the timing for executing the next main process has not arrived (step S1308: No), the MPU 41 repeatedly executes steps S1308, S1309, and S1310 until the timing for executing the next main process arrives, i.e., for the remaining time until the timing for executing the next main process arrives, until the MPU 41 determines that the timing for executing the next main process has arrived (step S1308: Yes).
[0177] <Step S1309> In step S1309, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 adds 1 to the counter values of the random number initial value counters CIN1 and CIN2, and when the counter values reach their maximum values, clears the counter values to 0.
[0178] <Step S1310> In step S1310, the MPU 41 updates the fluctuation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value of the fluctuation type counter CS1, and when the counter value reaches its maximum value, clears the counter value to 0. After updating the fluctuation type counter CS1, the MPU 41 returns the process to step S1308.
[0179] [Variable game control processing] Here, with reference to FIG. 13, the variable game control process executed by the MPU 41 in step S1304 in the main process of FIG. 12 will be described.
[0180] <Step S1401> In step S1401, the MPU 41 determines whether the gaming machine 10 is in a jackpot game. If the jackpot game is in progress (step S1401: Yes), the MPU 41 terminates the variable game control process. If the jackpot game is not in progress (step S1401: No), the process proceeds to step S1402. For example, whether a jackpot game is being executed is determined based on a jackpot game execution flag that the MPU 41 sets to ON when the jackpot game starts and to OFF when the jackpot game ends. Furthermore, if the MPU 41 sets the jackpot game execution flag to ON when the jackpot game starts, the MPU 41 sets a jackpot game start command in the RAM 412 and transmits this jackpot game start command to the voice lamp control device 5. On the other hand, when the MPU 41 sets the jackpot game start flag to OFF at the end of the jackpot game, it sets a jackpot game end command to the RAM 412 and transmits this jackpot game end command to the voice lamp control device 5.
[0181] <Step S1402> In step S1402, the MPU 41 determines whether or not a changing pattern is being displayed, and if a changing pattern is being displayed (step S1402: Yes), the process proceeds to step S1403, and if a changing pattern is not being displayed (step S1402: No), the process proceeds to step S1406. For example, whether or not a changing pattern is being displayed is determined based on a changing display flag that is set to ON in step S1614 in the change start process in Fig. 15 described later, and is set to OFF in step S1405 of the changing game process when the changing display time has elapsed (step S1403: Yes).
[0182] <Step S1403> In step S1403, the MPU 41 determines whether the variable display time has elapsed since the start of the pattern variable display, and if it determines that the variable display time has elapsed (step S1403: Yes), it proceeds to step S1404, and if it determines that the variable display time has not elapsed (step S1403: No), it terminates the variable game control processing.
[0183] <Steps S1404 and S1405> If the variable display time has elapsed (step S1403: Yes), the MPU 41 stops and displays the pattern corresponding to the result of the jackpot lottery corresponding to the variable game on the 7-segment displays 372, 373 of the main display unit 37 (step S1404), and sets the variable display in progress flag to off (step S1405).
[0184] <Step S1406> If the variable symbol display is not in progress (step S1402: No), the MPU 41 determines whether or not both the reserved number N stored in the reserved number memory area NAA of the reserved storage area 412b and the reserved number M stored in the reserved number memory area NAB are 0 (step S1406). Here, if the reserved number N and the reserved number M are both 0 (step S1406: Yes), the MPU 41 ends the variable game control process. On the other hand, if either the reserved number N or the reserved number M is not 0 (step S1406: No), the MPU 41 proceeds to step S1407.
[0185] <Step S1407> In step S1407, the MPU 41 executes a data setting process for the winning / losing information data stored in the reserved storage area 412b. When the process of step S1407 is completed, the MPU 41 proceeds to step S1408. Details of the data setting process will be described later with reference to FIG.
[0186] <Step S1408> In step S1408, the MPU 41 executes a variable start process to make the symbol display unit 341 execute a variable display based on the winning / losing information stored in the execution area AE, and ends the variable game control process. Details of the variable start process will be described later with reference to FIG. 15.
[0187] [Data setting process] Here, an example of the data setting process executed by the MPU 41 in step S1407 of FIG. 13 will be described with reference to FIG.
[0188] <Step S1501> In step S1501, the MPU 41 determines whether the reserved number M corresponding to the second special symbol game is 0 or not, and if the reserved number M is 0 (step S1501: Yes), the process proceeds to step S1502. On the other hand, if the reserved number M is not 0 (step S1501: No), the MPU 41 proceeds to step S1505.
[0189] <Steps S1502 to S1504> If the reserved number M is 0 (step S1501: Yes), the MPU 41 subtracts 1 from the reserved number N stored in the reserved number storage area NAA (step S1502) and moves the pass / fail information from the first reserved area REA1 to the execution area AE (step S1503). Next, the MPU 41 shifts the pass / fail information in the second reserved area REA2 to the fourth reserved area REA4 by one (step S1504). Specifically, in step S1504, the pass / fail information in the second reserved area REA2 is moved to the first reserved area REA1, the pass / fail information in the third reserved area REA3 is moved to the second reserved area REA2, and the pass / fail information in the fourth reserved area REA4 is moved to the third reserved area REA3. When the processing of step S1504 is completed, the MPU 41 proceeds to step S1508.
[0190] <Steps S1505 to S1507> The process proceeds to step S1505 when the reservation number M is 0 (step S1501: No), but proceeds to step S1501 when both or either of the reservation number M and reservation number N is not 0 in step S1406 of Fig. 13 (step S1406: Yes). Therefore, when the reservation number M is 0 (step S1501: No), the MPU 41 can determine that the reservation number N is not 0, and therefore executes the processes of steps S1505 to S1507.
[0191] Specifically, the MPU 41 subtracts 1 from the reserved number M stored in the reserved number storage area NAB (step S1505), and moves the winning / losing information from the first reserved area REB1 to the execution area AE (step S1506). Next, the MPU 41 shifts the winning / losing information in the second reserved area REB2 to the fourth reserved area REB4 by one (step S1507). Specifically, in step S1507, the winning / losing information in the second reserved area REB2 is moved to the first reserved area REB1, the winning / losing information in the third reserved area REB3 is moved to the second reserved area REB2, and the winning / losing information in the fourth reserved area REB4 is moved to the third reserved area REB3. When the processing of step S1507 is completed, the MPU 41 proceeds to step S1508.
[0192] <Steps S1508 and S1509> In step S1508, the MPU 41 determines whether the time-shortening mode flag, which is set to ON in the game state transition process in step S1306 in the main process of Fig. 12, is set to ON, and if the time-shortening mode flag is set to ON (step S1508: Yes), the MPU 41 decrements the counter value of the time-shortening counter by 1 (step S1509).On the other hand, if the time-shortening mode flag is set to OFF (step S1508: No), the MPU 41 proceeds to step S1512.
[0193] <Steps S1510 and S1511> In step S1510, the MPU 41 determines whether the counter value of the time-saving counter is 0 (step S1510). If the counter value of the time-saving counter is 0 (step S1510: Yes), the MPU 41 sets the time-saving mode flag to OFF (step S1511) and proceeds to step S1512. If the value of the time-saving counter is not 0 (step S1510: No), the MPU 41 proceeds to step S1512 without setting the time-saving mode flag to OFF.
[0194] <Step S1512> In step S1512, the MPU 41 sets in the RAM 412 a shift command indicating that the win / lose information in the first reserve area REA1 to the fourth reserve area REA4 or the first reserve area REB1 to the fourth reserve area REB4 has been shifted. Then, the shift command set in step S1512 is transmitted to the voice lamp control device 5 in the external output process of step S1301 of the next main process (see FIG. 12) executed by the MPU 41. This changes the number of reserved symbols displayed on the symbol display unit 341, etc. When the process of step S1512 ends, the MPU 41 ends the data setting process and proceeds to step S1408 in FIG. 13.
[0195] [Start processing of fluctuations] Here, an example of the fluctuation start process executed by the MPU 41 in step S1408 of FIG. 13 will be described with reference to FIG.
[0196] <Step S1601> The MPU41 determines whether the high probability mode flag, which is set to on in the game state transition processing of step S1306 in the main processing of Figure 12, is set to on (step S1601), and if the high probability mode flag is set to on (step S1601: Yes), it transitions the processing to step S1602, and if the high probability mode flag is set to off (step S1601: No), it transitions the processing to step S1603.
[0197] <Steps S1602 and S1603> If the high-probability mode flag is set to ON (step S1601: Yes), the MPU 41 executes a hit / miss determination based on the high-probability mode hit / miss table (see FIG. 8(B)) to determine whether the counter value of the jackpot random number counter C1 included in the hit / miss information currently stored in the execution area AE is a value corresponding to a jackpot (step S1602). On the other hand, if the high-probability mode flag is set to OFF (step S1601: No), the MPU 41 executes a hit / miss determination based on the low-probability mode hit / miss table (see FIG. 8(A)) to determine whether the counter value of the jackpot random number counter C1 included in the hit / miss information currently stored in the execution area AE is a value corresponding to a jackpot (step S1603).
[0198] <Steps S1604 to S1610> In step S1604, the MPU 41 determines whether the result of the hit / miss determination in step S1602 or S1603 is a jackpot. If the result of the hit / miss determination is a jackpot (step S1604: Yes), the MPU 41 determines the jackpot type (steps S1605 and S1606). Specifically, the MPU 41 determines whether the jackpot type is a 5R probability variable jackpot (step S1605) or a 16R probability variable jackpot (step S1606) based on the jackpot type counter C2 included in the hit / miss information currently stored in the execution area AE and the allocation table (see FIG. 8(C)).
[0199] If the jackpot type is a 5R variable probability jackpot (step S1605: Yes), the MPU 41 sets the 5R variable probability jackpot flag to ON (step S1607). The 5R variable probability jackpot flag indicates whether the result of the jackpot lottery based on the win / loss information currently stored in the execution area AE is a 5R variable probability jackpot. In step S1607, the stop result of the main display unit 37 in the variable game in which the result of the jackpot lottery is a 5R variable probability jackpot is also set based on the win / loss information. The 5R variable probability jackpot flag is set to OFF at the end of the variable probability start process. In addition, when the process of step S1607 is completed, the MPU 41 proceeds to step S1611.
[0200] If the jackpot type is a 16R variable probability jackpot (step S1605: No, step S1606: Yes), the MPU 41 sets the 16R variable probability jackpot flag to ON (step S1608). The 16R variable probability jackpot flag indicates whether the result of the jackpot lottery based on the win / loss information currently stored in the execution area AE is a 16R variable probability jackpot. In addition, in step S1608, the stop result of the main display unit 37 in the variable game in which the lottery result in the jackpot lottery is a 16R variable probability jackpot is also set based on the win / loss information. Note that the 16R variable probability jackpot flag is set to OFF at the end of the variable probability start process. In addition, when the process of step S1608 is completed, the MPU 41 proceeds to step S1611.
[0201] If the jackpot type is a 5R normal jackpot (step S1605: No, step S1606: No), the MPU 41 sets a 5R normal jackpot flag provided in the RAM 412 to ON (step S1609). The 5R normal jackpot flag indicates whether the result of the jackpot lottery based on the win / loss information currently stored in the execution area AE is a 5R normal jackpot. In addition, in step S1609, the stop result of the main display unit 37 in the variable game in which the lottery result in the jackpot lottery is a 5R normal jackpot is also set based on the win / loss information. When the processing of step S1609 is completed, the MPU 41 proceeds to step S1611.
[0202] In addition, the MPU 41 can determine the type of jackpot based on the jackpot flag that is set to ON in any of steps S1607 to S1609, and can also determine the number of rounds (number of rounds) to be played in the open / close execution mode.
[0203] On the other hand, if the result of the win / loss determination is not a jackpot (step S1604: No), the MPU 41 sets the loss flag to ON (step S1610). The loss flag indicates whether the result of the jackpot lottery based on the win / loss information currently stored in the execution area AE is a loss. In addition, in step S1610, the stopping result of the main display unit 37 in the variable game in which the lottery result in the jackpot lottery is a loss is also set based on the win / loss information. Note that the loss flag is set to OFF when the variable start process is completed. In addition, when the process of step S1610 is completed, the MPU 41 proceeds to step S1611.
[0204] <Step S1611> In step S1611, the MPU 41 sets the variation display time of the 7-segment indicators 372, 373 of the main display unit 37 corresponding to the variation pattern of the variation game in the variation display time counter. Specifically, when the normal jackpot flag is set to on, the MPU 41 identifies the variation pattern based on the variation type counter CS1 and the normal jackpot variation table (see FIG. 8(E)). Also, when the 5R probability variable jackpot flag or the 16R probability variable jackpot flag is set to on, the MPU 41 identifies the variation pattern based on the variation type counter CS1 and the probability variable jackpot variation table (see FIG. 8(F)). Furthermore, when the loss flag is set to on, the MPU 41 identifies the variation pattern based on the variation type counter CS1 and the loss variation table (see FIG. 8(G)).
[0205] <Step S1612> In step S1612, the MPU 41 sets a fluctuation pattern command including the lottery result of the jackpot lottery for the fluctuation game and the fluctuation pattern specified in step S1611 in the RAM 412. As a result, in step S1301 of the next main processing (see FIG. 12) executed by the MPU 41, the fluctuation pattern command is transmitted to the voice lamp control device 5, and the voice lamp control device 5 executes the symbol fluctuation display by the symbol display unit 341 based on the fluctuation pattern command.
[0206] As described above, when the lottery result is a "normal jackpot," the MPU 41 sets, in the RAM 412, one of "A01" to "A03," in which "A" indicating that it is a 5R normal jackpot is added to the variation patterns "01" to "03," as a variation pattern command. Also, when the lottery result is a "5R variable probability jackpot," the MPU 41 sets, in the RAM 412, one of "B01" to "B03," in which "B" indicating that it is a 5R variable probability jackpot is added to the variation patterns "01" to "03," as a variation pattern command. Furthermore, when the lottery result is a "16R variable probability jackpot," the MPU 41 sets, in the RAM 412, one of "C01" to "C03," in which "C" indicating that it is a 16R variable probability jackpot is added to the variation patterns "01" to "03," as a variation pattern command. Furthermore, when the lottery result is a "miss," the MPU 41 sets one of "D01" to "D08," which is a variation pattern "01" to "08" with a "D" added to indicate a miss, as a variation pattern command in the RAM 412. Furthermore, when the lottery result is a "miss," the MPU 41 includes information on whether the result is a near miss before or after, a near miss other than a near miss before or after, or a complete miss in the variation pattern command.
[0207] <Steps S1613 and S1614> The MPU 41 starts the variable symbol display on the main display unit 37 (step S1613) and sets the variable display in progress flag to ON (step S1614). The variable symbol display started here stops in the state of the stop result set in any of steps S1607 to S1610 after the variable display time set in step S1611 has elapsed.
[0208] <Steps S1615 and S1616> In step S1615, the MPU 41 determines whether the loss flag is set to on. If the loss flag is set to on (step S1615: Yes), the MPU 41 sets the loss flag to off (step S1616) and ends the fluctuation start process. On the other hand, if the loss flag is set to off (step S1615: No), the MPU 41 ends the fluctuation start process.
[0209] In addition, in the fluctuation start processing, the jackpot flags that are set to ON in steps S1607 to S1609 are not set to OFF, and these jackpot flags are referenced in the jackpot game control processing (step S1305) in the main processing of Figure 12, and are set to OFF when the number of rounds R corresponding to the jackpot type is set in step S1703 in this jackpot game control processing.
[0210] [Jackpot game control processing] Here, with reference to Figure 16, an example of the jackpot game control process executed by the MPU 41 in step S1305 of Figure 12 will be described. In the jackpot game control process, control is executed to execute a round game multiple times in which a game ball can enter the variable winning opening 316. Also, Figure 17(A) is a time chart showing an example of a 5R jackpot game, and Figure 17(B) is a time chart showing an example of a 16R jackpot game. Below, examples of a 5R jackpot game and a 16R jackpot game will be described with reference to Figures 17(A) and 17(B), and then the jackpot game control process will be described with reference to Figure 16.
[0211] As shown in FIG. 17(A) and FIG. 17(B), the 5R jackpot game and the 16R jackpot game are made up of an opening, an opening / closing execution mode, and an ending.
[0212] The opening is the period from the transition to the jackpot game state to the start of the opening / closing execution mode. Also, during the opening, the type of jackpot (number of rounds, whether it is a probability variable or not) is suggested or clearly indicated on the symbol display unit 341, the number of consecutive wins is displayed, and the method of operating the launch handle 22 during the jackpot game is instructed.
[0213] In the open / close execution mode, a round game is executed the number of times according to the type of jackpot. In this embodiment, as shown in Fig. 17(A), a 5R jackpot game is executed in which a round game is executed five times in the case of a 5R variable probability jackpot and a 5R normal jackpot, and as shown in Fig. 17(B), a 16R jackpot game is executed in which a round game is executed 16 times in the case of a 16R variable probability jackpot.
[0214] Here, the round game is a game in which the variable winning opening 316 is opened. In the round game, the variable winning opening 316 is closed when a predetermined time (e.g., 30 seconds) has elapsed or when a predetermined number of game balls or more (e.g., 9 or more) have entered the variable winning opening 316. In this embodiment, an interval (e.g., 1.5 seconds) is provided between round games in the open / close execution mode, during which the variable winning opening 316 remains closed for a predetermined time. That is, the open / close execution mode is executed in the following order: round game → interval → round game → interval → round game → round game. However, it is not necessary to set an interval in the open / close execution mode. For example, the variable winning opening 316 may be opened immediately after being closed, thereby substantially eliminating the interval. Alternatively, multiple variable winning openings 316 may be provided, and these variable winning openings 316 may be alternately opened, thereby substantially eliminating the interval.
[0215] The ending is the period from the end of the open / close execution mode to the end of the jackpot game. During the ending, the symbol display unit 341 suggests or clearly indicates the game state to which the game will transition after the jackpot game ends. However, in this embodiment, the ending does not suggest the game state to which the game will transition after the jackpot game ends, but rather clearly indicates the game state to which the game will transition, i.e., the high-probability mode and high-frequency support mode, or the normal time-limited game state, which is the low-probability mode and high-frequency support mode. Furthermore, during the ending, the symbol display unit 341 generally also displays information about the balls paid out, such as the number of consecutive jackpots, the number of balls paid out during the jackpot game, and the total number of balls paid out during the consecutive jackpots.
[0216] <Step S1701> Returning to the explanation of Fig. 16, in step S1701, the MPU 41 determines whether the jackpot game start flag, which is set to ON in the game state transition process of step S1306 in the main process of Fig. 12, is set to ON, i.e., whether or not to start a jackpot game. If the jackpot game start flag is set to ON (step S1701: Yes), the MPU 41 proceeds to step S1702, and if the jackpot game start flag is set to OFF (step S1701: No), the MPU 41 proceeds to step S1706.
[0217] <Step S1702> When starting a jackpot game (step S1701: Yes), the MPU 41 sets a jackpot game start command in the RAM 412 (step S1702). This jackpot game start command is sent to the voice and lamp control device 5 in the external output process of step S1301 in the main process of Fig. 12. This causes the voice and lamp control device 5 to determine the jackpot game presentation to be executed by the symbol display unit 341 and the speaker 26 (step S2707 in Fig. 30, Fig. 33), and start the jackpot game presentation (steps S3201 to S3206 in Fig. 44).
[0218] <Step S1703> In step S1703, the MPU 41 sets the number of rounds R to be played in the open / close execution mode based on the jackpot flag that is set to ON in any of steps S1607 to S1609 in the fluctuation start processing of FIG. 15. For example, when the jackpot flag is a 5R probability variable jackpot flag (step S1607 in FIG. 15) or a 5R normal jackpot flag (step S1609 in FIG. 15), the MPU 41 stores the number of rounds R as "5" in the RAM 412. On the other hand, when the jackpot flag is a 16R probability variable jackpot flag (step S1608 in FIG. 15), the MPU 41 stores the number of rounds R as "16" in the RAM 412. As a result, in the open / close execution mode control processing of step S1714 described later, the MPU 41 executes round games with the number of rounds R corresponding to the jackpot type. When the number of rounds R in the open / close execution mode is set, the MPU 41 sets the jackpot flag that has been set to ON to OFF.
[0219] <Steps S1704 and S1705> In step S1704, the MPU 41 sets the jackpot start flag to OFF, and further sets the opening flag to ON (step S1705). The opening flag is referred to by the MPU 41 in step S1706 described later, and the MPU 41 determines the timing to start the open / close execution mode based on the opening flag.
[0220] <Step S1706> In step S1706, the MPU 41 determines whether the opening flag set to on in step S1705 is set to on. That is, the MPU 41 determines whether opening has started. If the opening flag is set to on (step S1706: Yes), the MPU 41 proceeds to step S1707, and if the opening flag is set to off (step S1706: Yes), the MPU 41 proceeds to step S1713.
[0221] <Step S1707> If the opening flag is set to ON (step S1706: Yes), the MPU 41 determines whether or not the opening time, which will be started in step S1708 described later, is currently being measured when starting the opening (step S1707). If the opening time is currently being measured (step S1707: Yes), the MPU 41 proceeds to step S1709, and if the opening time is not currently being measured (step S1707: No), the MPU 41 proceeds to step S1708.
[0222] <Step S1708> In step S1708, the MPU 41 starts timing the opening time from the start of the opening and ends the jackpot game control process. The opening time measured in step S1708 is referenced by the MPU 41 when determining whether to end the opening and transition to the opening / closing execution mode in step S1709, which will be described later.
[0223] <Step S1709> In step S1709, the MPU 41 determines whether the opening time, which was started to be measured in step S1708, has reached a predetermined time required for the opening. If the opening time has reached the predetermined time (step S1709: Yes), the MPU 41 proceeds to step S1710, and if the opening time has not reached the predetermined time (step S1709: No), the MPU 41 ends the jackpot game control process.
[0224] <Steps S1710 to S1712> If the opening time has reached the predetermined time (step S1709: Yes), the MPU 41 sets the opening flag to OFF (step S1710), ends timing of the opening time (step S1711), and sets the opening / closing execution mode flag to ON (step S1712). This allows the MPU 41 to end the opening and transition to the opening / closing execution mode. The opening / closing execution mode flag is referenced by the MPU 41 in step S1713, which will be described later, and the MPU 41 executes the opening / closing execution process (step S1714), which will be described later, when the opening / closing execution mode flag is set to ON.
[0225] <Step S1713> In step S1713, the MPU 41 determines whether the open / close execution mode flag that was set to on in step S1712 is set to on. If the open / close execution mode flag is set to on (step S1713: Yes), the MPU 41 proceeds to step S1714, and if the open / close execution mode flag is set to off (step S1713: No), the MPU 41 proceeds to step S1715.
[0226] <Step S1714> In step S1714, the MPU 41 executes an open / close execution mode control process. In the open / close execution mode control process, the MPU 41 executes a round game in which the variable winning opening 316 is opened multiple times depending on the type of big win. Details of the open / close execution mode control process will be described later with reference to FIG. 18.
[0227] <Step S1715> In step S1715, the MPU 41 determines whether or not the ending flag that is set to ON in step S1809 in the opening / closing execution mode control process in Fig. 18, which will be described later, is set to ON. If the ending flag is set to ON (step S1715: Yes), the MPU 41 proceeds to step S1716, and if the ending flag is set to OFF (step S1715: No), the MPU 41 ends the jackpot game control process.
[0228] <Step S1716> If the ending flag is set to ON (step S1715: Yes), the MPU 41 determines whether or not the ending time, which will be started in step S1717 described later, is currently being measured when starting the ending (step S1716). If the ending time is currently being measured (step S1716: Yes), the MPU 41 proceeds to step S1719, and if the ending time is not currently being measured (step S1716: No), the MPU 41 proceeds to step S1717.
[0229] <Steps S1717 and S1718> In step S1717, the MPU 41 starts measuring the ending time from the start of the ending, and further sets an ending start command in the RAM 412 (step S1718), and ends the jackpot game control process. The ending time measured in this step S1717 is referred to by the MPU 41 when determining whether or not to end the ending (jackpot game) in step S1719, which will be described later.
[0230] <Step S1719> In step S1719, the MPU 41 determines whether the ending time, which starts to be measured in step S1717, has reached a predetermined time required to execute the ending. If the ending time has reached the predetermined time (step S1719: Yes), the MPU 41 proceeds to step S1720, and if the ending time has not reached the predetermined time (step S1719: No), the MPU 41 ends the jackpot game control process.
[0231] <Steps S1720 to S1722> If the ending time has reached a predetermined time (step S1719: Yes), the MPU 41 turns off the ending flag that was set on in step S1809 in the opening / closing execution mode control process of FIG. 18 (described later) (step S1720), stops timing the ending time (step S1721), and sets the jackpot game end flag on (step S1722). This allows the MPU 41 to end the ending, i.e., the jackpot game. The jackpot end flag is referenced by the MPU 41 in the game state transition process of step S1306 in the main process of FIG. 12. When the jackpot end flag is set on, the MPU 41 transitions the game state from the jackpot game state to another game state (in this embodiment, to a limited-time game state or a normal time-limited game state) depending on the type of jackpot.
[0232] <Step S1723> In step S1723, the MPU 41 sets a jackpot end command in the RAM 412 and ends the jackpot game control process. The jackpot end command is sent to the voice and lamp control device 5 in the external output process of step S1301 in the main process of Fig. 12. This allows the voice and lamp control device 5 to end the jackpot game presentation on the symbol display unit 341 and the speaker 26 (see steps S2715 and S2716 in Fig. 30 and steps S3215 to S3217 in Fig. 44).
[0233] [Open / close execution mode control processing] Here, with reference to Fig. 18, an example of the opening and closing execution mode control process executed by the MPU 41 in step S1714 in the jackpot game control process in Fig. 16 will be described. In the opening and closing execution mode control process, as described above, a round game in which the variable winning opening 316 is opened is executed multiple times depending on the type of jackpot.
[0234] <Step S1801> In step S1801, the MPU 41 determines whether the variable prize opening flag, which is set to ON in step S1804 of the open / close execution mode control process, is set to ON. That is, the MPU 41 determines whether the variable prize opening 316 is open. If the variable prize opening flag is set to ON (step S1801: Yes), the MPU 41 proceeds to step S1802, and if the variable prize opening flag is set to OFF (step S1801: No), the MPU 41 proceeds to step S1810.
[0235] <Step S1802> In step S1802, the MPU 41 determines whether or not the conditions for closing the variable winning opening 316 are met. Specifically, the MPU 41 determines whether a predetermined time (e.g., 30 seconds) has elapsed since the variable winning opening 316 was opened, or whether or not the number of game balls that have entered the variable winning opening 316 has exceeded a predetermined number (e.g., 9 balls). If the conditions for closing the variable winning opening 316 are met (step S1802: Yes), the MPU 41 proceeds to step S1803, and if the conditions for closing the variable winning opening 316 are not met (step S1802: No), the MPU 41 terminates the opening / closing execution mode control process.
[0236] <Steps S1803 and S1804> If the condition for closing the variable winning opening 316 is met (step S1802: Yes), the MPU 41 closes the variable winning opening 316 (step S1803), and further sets the variable winning opening open flag to OFF (step S1804).
[0237] <Steps S1805 and S1806> In step S1805, the MPU 41 subtracts 1 from the number of rounds R stored in the RAM 412, and then determines whether the number of rounds R after subtraction is "0" (step S1806). If the number of rounds R after subtraction is "0" (step S1805: Yes), the MPU 41 proceeds to step S1808, and if the number of rounds R after subtraction is not "0" (step S1806: No), the MPU 41 proceeds to step S1807.
[0238] <Step S1807> If the number of rounds R after subtraction is not "0" (step S1806: No), the MPU 41 starts timing the interval time until the next round is played (step S1807) and ends the open / close execution mode control process. The interval time that is started to be counted in step S1807 is referenced by the MPU 41 in step S1810 (described later) to determine whether or not to open the variable winning opening 316.
[0239] <Steps S1808 and S1809> If the number of rounds R after subtraction is "0" (step S1805: Yes), the MPU 41 sets the opening / closing execution mode flag to OFF (step S1808), and further sets the ending flag to ON (step S1809), and ends the opening / closing execution mode control process. This ending flag is referenced by the MPU 41 in step S1715 of the jackpot game control process in Figure 16 to determine whether to start the ending.
[0240] <Step S1810> If the variable winning opening flag is set to OFF (step S1801: No), the MPU 41 determines whether or not the interval time, the timing of which is started in step S1807, has exceeded a predetermined time, i.e., whether or not to end the interval and start a round of play (step S1810). If the interval time has exceeded the predetermined time (step S1810: Yes), the MPU 41 proceeds to step S1811, and if the interval time has not exceeded the predetermined time (step S1810: No), the MPU 41 terminates the opening / closing execution mode control process.
[0241] <Steps S1811 to S1813> If the interval time exceeds a predetermined time (step S1810: Yes), the MPU 41 opens the variable winning opening 316 (step S1811) and sets a variable winning opening open flag, which indicates whether the variable winning opening 316 is open, to ON (step S1812). The variable winning opening open flag is referenced by the MPU 41 in the above-mentioned step S1801. At this time, the MPU 41 sets a round game start command in the RAM 412 (step S1813) and ends the open / close execution mode control process. This round game start command notifies the voice and lamp control device 5 that a round game has started (that the variable winning opening 316 has been opened) and which round the round game is, and is transmitted to the voice and lamp control device 5 in the external output process of step S1301 in the main process of FIG. 12.
[0242] [Processing of voice lamp control device 5] Next, the processing executed by the MPU 51 in the voice and lamp control device 5 will be described with reference to FIGS.
[0243] In addition, in another embodiment, it is also possible that part or all of the processing executed by the MPU 51 of the voice lamp control device 5 in this embodiment is executed by the MPU 61 of the display control device 6. Furthermore, in the voice lamp control device 5, the MPU 51 also executes control processing of the speaker 26 and the illumination unit 27, startup processing when the voice lamp control device 5 is started up, NMI interrupt processing in the event of a power outage, etc., but a description of these processes will be omitted.
[0244] [Sub-timer interrupt processing of audio lamp control device 5] 19 is a flowchart showing an example of the procedure of the sub timer interrupt process executed by the MPU 51. The MPU 51 executes the sub timer interrupt process as a periodic process with a cycle of 1 msec, for example.
[0245] As shown in Figure 19, in the sub-timer interrupt processing, the MPU 51 executes operation button operation detection processing (step S1901), operation detection pattern determination processing (step S1902), selection button operation detection processing (step S1903), selection operation detection pattern determination processing (step S1904), decision button operation detection processing (step S1905), decision operation detection pattern determination processing (step S1906), counter update processing (step S1907), game setting processing (step S1908), command determination processing (step S1909), error processing (step S1910), variable game presentation processing (step S1911), and jackpot game presentation processing (step S1912).
[0246] [Operation button operation detection process] Fig. 20 is a flowchart showing an example of the procedure for the operation button operation detection process (step S1901) in the sub timer interrupt process of Fig. 19. In the operation detection process, the operation state of the operation button 20 is detected, and a process for sequentially updating the operation history for the past three times is executed. In the gaming machine 10, the operation button operation detection process is executed by the MPU 51, so that it is determined whether or not the operation button 20 has been operated at predetermined intervals (1 msec intervals in this embodiment) corresponding to the interrupt period of the sub timer interrupt process.
[0247] <Steps S2001 to S2003> 20, in step S2001, the MPU 51 shifts (overwrites) the setting of the second detection flag to the first detection flag. In step S2002, the MPU 51 shifts (overwrites) the setting of the third detection flag to the second detection flag. Thereafter, in step S2003, the MPU 51 sets (overwrites) the third detection flag to the operation state of the operation button 20 detected by the operation switch 20a, and the operation detection process ends.
[0248] In this way, in the operation button operation detection process, the processes of steps S2001 to S2003 are executed, and the operation states of the most recent three times at 1 msec intervals are stored as first to third detection flags in the RAM 512 as the operation history of the operation button 20. Specifically, the most recent operation state is stored as the third detection flag, the immediately previous operation state is stored as the second detection flag, and the operation state two states before that is stored as the first detection flag.
[0249] [Operation detection pattern determination process] 21 is a flowchart showing an example of the procedure of the operation detection pattern determination process (step S1902) in the sub-timer interrupt process of FIG. 19. In the operation detection pattern determination process, an operation pattern flag is set to determine the operation state of the operation button 20 from the operation history of the operation button 20 determined based on the first operation detection flag, the second operation detection flag, and the third operation detection flag. The operation pattern flag is made up of first to third operation pattern flags, and the operation state of the operation button 20 can be determined by a combination of on and off of the first to third operation pattern flags. For example, as shown in FIG. 22(A), when only the first operation pattern flag is set to on, it can be determined that the operation of the operation button 20 is continuing. When only the second operation pattern flag is set to on, it can be determined that the operation of the operation button 20 has started. When only the third operation pattern flag is set to on, it can be determined that the operation of the operation button 20 has ended. When all of the first to third operation pattern flags are set to off, it can be determined that the operation of the operation button 20 has not been performed.
[0250] <Step S2101> 21, in step S2101, the MPU 51 determines whether a first operation detection flag indicating the operation state of the operation button 20 three operations ago is set to on. If the first operation detection flag is on (step S2101: Yes), the MPU 51 proceeds to step S2102, and if the first operation detection flag is off (step S2101: No), the MPU 51 proceeds to step S2105.
[0251] <Step S2102> In step S2102, the MPU 51 determines whether a second operation detection flag indicating the operation state of the operation button 20 two operations ago is set to on. If the second operation detection flag is on (step S2102: Yes), the MPU 51 proceeds to step S2103, and if the second operation detection flag is off (step S2102: No), the MPU 51 proceeds to step S2108.
[0252] <Step S2103> In step S2103, the MPU 51 determines whether or not a third operation detection flag indicating the most recent operation state of the operation button 20 is set to on. If the third operation detection flag is on (step S2103: Yes), the MPU 51 proceeds to step S2104, and if the third operation detection flag is off (step S2103: No), the MPU 51 proceeds to step S2110.
[0253] <Step S2104> In step S2104, the MPU 51 sets the first operation pattern flag to ON, and the second operation pattern flag and the third operation pattern flag to OFF, and ends the operation detection pattern determination process. That is, when the operation pattern of "ON", "ON", "ON" occurs as the operation state of the operation button 20 three times, the MPU 51 can determine that the operation state of the operation button 20 is continuing, and therefore sets the first operation pattern flag to ON, and sets the second operation pattern flag and the third operation pattern flag to OFF (see FIG. 22(A)). The first operation pattern flag is used as an index for determining whether the operation state of the operation button 20 is continuing or not.
[0254] <Step S2105> If the MPU 51 determines in step S2101 that the first operation detection flag is off (step S2101: No), it determines whether a second operation detection flag indicating the operation state of the operation button 20 two operations ago is on (step S2105). If the second operation detection flag is on (step S2105: Yes), the MPU 51 proceeds to step S2106, and if the second operation detection flag is off (step S2105: No), the MPU 51 proceeds to step S2110.
[0255] <Step S2106> In step S2106, the MPU 51 determines whether or not a third operation detection flag is on, which indicates the most recent operation state of the operation button 20. If the third operation detection flag is on (step S2106: Yes), the MPU 51 proceeds to step S2107, and if the third operation detection flag is off (step S2106: No), the MPU 51 proceeds to step S2110.
[0256] <Step S2107> In step S2107, the MPU 51 sets the second operation pattern flag to ON, and the first operation pattern flag and the third operation pattern flag to OFF, and ends the operation detection pattern determination process. That is, when the operation patterns of "OFF", "ON", and "ON" occur as three operation states of the operation button 20, the MPU 51 can determine that the operation button 20 has changed from a non-operated state to an operated state (operation has started), and therefore sets the second operation pattern flag to ON, and sets the first operation pattern flag and the third operation pattern flag to OFF (see FIG. 22(A)). The second operation pattern flag is used as an index for determining whether the operation button 20 has changed from a non-operated state to an operated state (whether operation of the operation button 20 has started). In this way, by using the second operation pattern flag to determine whether the operation button 20 has changed from a non-operated state to an operated state, three operation states of the operation button 20 are reflected, preventing erroneous detection of the start of operation of the operation button 20 due to noise such as radio waves or static electricity, and preventing the start of operation of the operation button 20 from being reflected in the performance display at a timing not intended by the player.
[0257] <Step S2108> If the MPU 51 determines in step S2102 that the second operation detection flag is off (step S2102: No), it determines whether or not a third operation detection flag indicating the most recent operation state of the operation button 20 is on (step S2108). If the third operation detection flag is on (step S2108: Yes), the MPU 51 proceeds to step S2110, and if the second operation detection flag is off (step S2108: No), the MPU 51 proceeds to step S2109.
[0258] <Step S2109> In step S2109, the MPU 51 sets the third operation pattern flag to ON, and the first operation pattern flag and the second operation pattern flag to OFF, and ends the operation detection pattern determination process. That is, when the operation patterns of "ON", "OFF", and "OFF" occur as three operation states of the operation button 20, the MPU 51 can determine that the operation button 20 has changed from an operation state to a non-operation state (the operation has ended), and therefore sets the third operation pattern flag to ON, and sets the first operation pattern flag and the second operation pattern flag to OFF (see FIG. 22(A)). The third operation pattern flag is used as an index for determining whether or not the operation button 20 has changed from an operation state to a non-operation state (whether or not the operation of the operation button 20 has ended). In this way, by using the third operation pattern flag to determine whether the operation button 20 has changed from an operating state to a non-operating state, three operation states of the operation button 20 are reflected, thereby preventing erroneous detection of the start of operation of the operation button 20 due to noise such as radio waves or static electricity, and preventing the end of operation of the operation button 20 from being reflected in the performance display at a timing not intended by the player.
[0259] <Step S2110> In step S2110, the MPU 51 sets the first operation pattern flag, the second operation pattern flag, and the third operation pattern flag to OFF, and ends the operation detection pattern determination process. That is, if an operation pattern other than the above, such as "OFF," "OFF," and "OFF," occurs as the three operation states of the operation button 20, the MPU 51 sets all of the first to third operation pattern flags to OFF (see FIG. 22(A)). Note that if all of the first to third operation pattern flags are OFF, the MPU 51 determines that the operation button 20 is in a non-operated state.
[0260] [Select button operation detection process] In the selection button operation detection process (step S1903 in FIG. 19), the MPU 51 executes an up selection button operation process, a down selection button operation process, a left selection button operation process, and a right selection button operation process.
[0261] <Up selection button operation processing> In the up selection button operation process, the MPU 51 detects the operation state of the up selection button 211 and executes a process for sequentially updating the operation history of the past three times. Here, the up selection button operation process is the same as the operation button operation detection process in Fig. 20, so a detailed description will be omitted. Note that in the up selection button operation process, the "operation detection flag" can be read as "up selection operation detection flag" in each step of the operation button operation detection process in Fig. 20.
[0262] <Down selection button operation processing> In the lower selection button operation process, the MPU 51 detects the operation state of the lower selection button 212 and executes a process for sequentially updating the operation history of the past three times. Here, the lower selection button operation process is the same as the operation button operation detection process in Fig. 20, so a detailed description will be omitted. Note that in the lower selection button operation process, the "operation detection flag" can be read as the "lower selection operation detection flag" in each step of the operation button operation detection process in Fig. 20.
[0263] <Left selection button operation processing> In the left selection button operation processing, the MPU 51 detects the operation state of the left selection button 213 and executes processing to sequentially update the operation history of the past three times. Here, the left selection button operation processing is the same as the operation button operation detection processing of Fig. 20, so a detailed description will be omitted. Note that in the left selection button operation processing, the "operation detection flag" can be read as "left selection operation detection flag" in each step of the operation button operation detection processing of Fig. 20.
[0264] <Right selection button operation processing> In the right selection button operation process, the MPU 51 detects the operation state of the right selection button 214 and executes a process for sequentially updating the operation history of the past three times. Here, the right selection button operation process is the same as the operation button operation detection process in Fig. 20, so a detailed description will be omitted. Note that in the right selection button operation process, the "operation detection flag" can be read as "right selection operation detection flag" in each step of the operation button operation detection process in Fig. 20.
[0265] [Selection operation detection pattern determination process] In the selection operation detection pattern determination process (step S1904 in FIG. 19), the MPU 51 executes an up selection operation detection pattern determination process, a down selection operation detection pattern determination process, a left selection operation detection pattern determination process, and a right selection operation detection pattern determination process.
[0266] <Up selection operation detection pattern determination process> In the up selection operation detection pattern determination process, the MPU 51 sets an up operation pattern flag for determining the operation state of the up selection button 211 from the operation history of the up selection button 211 determined based on the first up selection operation detection flag, the second up selection operation detection flag, and the third up selection operation detection flag. Here, the up selection operation detection pattern determination process is similar to the operation detection pattern determination process of Fig. 21 , and therefore a detailed description thereof will be omitted. Note that in the up selection operation detection pattern determination process, the "operation detection flag" can be read as the "up selection operation detection flag" and the "operation pattern flag" as the "up selection operation pattern flag" in each step of the operation detection pattern determination process of Fig. 21 .
[0267] 22(B), in the up selection operation detection pattern determination process, if the operation pattern of "ON", "ON", "ON" occurs as the operation state of the up selection button 211 three times, the MPU 51 can determine that the operation state of the up selection button 211 is continuing, and therefore sets the first up selection operation pattern flag to ON, and sets the second up selection operation pattern flag and the third up selection operation pattern flag to OFF.The first up selection operation pattern flag is used as an index for determining whether the operation state of the up selection button 211 is continuing or not.
[0268] Furthermore, when the operation patterns of "OFF", "ON", and "ON" occur as the three operation states of the upper selection button 211, the MPU 51 can determine that the upper selection button 211 has changed from a non-operated state to an operated state (operation has started), and therefore sets the second upper selection operation pattern flag to ON, and sets the first upper selection operation pattern flag and the third upper selection operation pattern flag to OFF. The second upper selection operation pattern flag is used as an index for determining whether the upper selection button 211 has changed from a non-operated state to an operated state (whether operation of the upper selection button 211 has started).
[0269] Furthermore, when the operation patterns of "ON", "OFF", and "OFF" occur as the three operation states of the up selection button 211, the MPU 51 can determine that the up selection button 211 has changed from an operation state to a non-operation state (the operation has ended), and therefore sets the third up selection operation pattern flag to ON, and sets the first up selection operation pattern flag and the second up selection operation pattern flag to OFF. The third up selection operation pattern flag is used as an index for determining whether or not the up selection button 211 has changed from an operation state to a non-operation state (whether or not the operation of the up selection button 211 has ended).
[0270] Furthermore, the MPU 51 sets all of the first to third upper selection operation pattern flags to OFF when an operation pattern other than the above, such as "OFF," "OFF," and "OFF," occurs as the three operation states of the upper selection button 211. Note that when all of the first to third upper selection operation pattern flags are OFF, the MPU 51 determines that the upper selection button 211 is in a non-operated state.
[0271] <Down selection operation detection pattern determination process> In the down selection operation detection pattern determination process, the MPU 51 sets a down operation pattern flag for determining the operation state of the down selection button 212 from the operation history of the down selection button 212 determined based on the first down selection operation detection flag, the second down selection operation detection flag, and the down selection operation detection flag. Here, the down selection operation detection pattern determination process is similar to the operation detection pattern determination process of Fig. 21, and therefore a detailed description thereof will be omitted. Note that in the down selection operation detection pattern determination process, the "operation detection flag" can be read as the "down selection operation detection flag" and the "operation pattern flag" as the "down selection operation pattern flag" in each step of the operation detection pattern determination process of Fig. 21.
[0272] 22(C), in the lower selection operation detection pattern determination process, if the operation pattern of "ON", "ON", "ON" occurs as the operation state of the lower selection button 212 three times, the MPU 51 can determine that the operation state of the lower selection button 212 is continuing, and therefore sets the first lower selection operation pattern flag to ON, and sets the second lower selection operation pattern flag and the third lower selection operation pattern flag to OFF. The first lower selection operation pattern flag is used as an index for determining whether the operation state of the lower selection button 212 is continuing or not.
[0273] Furthermore, when the operation patterns of "OFF," "ON," and "ON" occur as the three operation states of the lower selection button 212, the MPU 51 can determine that the lower selection button 212 has changed from a non-operated state to an operated state (operation has started), and therefore sets the second lower selection operation pattern flag to ON, and sets the first lower selection operation pattern flag and the third lower selection operation pattern flag to OFF. The second lower selection operation pattern flag is used as an index for determining whether the lower selection button 212 has changed from a non-operated state to an operated state (whether operation of the lower selection button 212 has started).
[0274] Furthermore, when the operation patterns of "ON", "OFF", and "OFF" occur as the three operation states of the lower selection button 212, the MPU 51 can determine that the lower selection button 212 has changed from an operated state to a non-operated state (the operation has ended), and therefore sets the third lower selection operation pattern flag to ON, and sets the first lower selection operation pattern flag and the second lower selection operation pattern flag to OFF. The third lower selection operation pattern flag is used as an index for determining whether the lower selection button 212 has changed from an operated state to a non-operated state (whether the operation of the lower selection button 212 has ended).
[0275] Furthermore, the MPU 51 sets all of the first to third bottom selection operation detection flags to OFF when an operation pattern other than the above, such as "OFF," "OFF," and "OFF," occurs as the three operation states of the bottom selection button 212. Note that when all of the first to third bottom selection operation pattern flags are OFF, the MPU 51 determines that the bottom selection button 212 is in a non-operated state.
[0276] <Left selection operation detection pattern determination process> In the left selection operation detection pattern determination process, the MPU 51 sets a left operation pattern flag for determining the operation state of the left selection button 213 from the operation history of the left selection button 213 determined based on the first left selection operation detection flag, the second left selection operation detection flag, and the left selection operation detection flag. Here, the left selection operation detection pattern determination process is similar to the operation detection pattern determination process of Fig. 21 , and therefore a detailed description thereof will be omitted. Note that in the left selection operation detection pattern determination process, the "operation detection flag" can be read as the "left selection operation detection flag" and the "operation pattern flag" as the "left selection operation pattern flag" in each step of the operation detection pattern determination process of Fig. 21 .
[0277] 22(D), in the left selection operation detection pattern determination process, if the operation pattern of "ON", "ON", "ON" occurs as the operation state of the left selection button 213 three times, the MPU 51 can determine that the operation state of the left selection button 213 is continuing, and therefore sets the first left selection operation pattern flag to ON, and sets the second left selection operation pattern flag and the third left selection operation pattern flag to OFF. Then, the first left selection operation pattern flag is used as an index for determining whether the operation state of the left selection button 213 is continuing or not.
[0278] Furthermore, when the operation patterns of "OFF", "ON", and "ON" occur as the three operation states of the left selection button 213, the MPU 51 can determine that the left selection button 213 has changed from a non-operation state to an operation state (operation has started), and therefore sets the second left selection operation pattern flag to ON, and sets the first left selection operation pattern flag and the third left selection operation pattern flag to OFF. The second left selection operation pattern flag is used as an index for determining whether or not the left selection button 213 has changed from a non-operation state to an operation state (whether or not operation of the left selection button 213 has started).
[0279] Furthermore, when the operation patterns of "ON", "OFF", and "OFF" occur as the three operation states of the left selection button 213, the MPU 51 can determine that the left selection button 213 has changed from an operation state to a non-operation state (the operation has ended), and therefore sets the third left selection operation pattern flag to ON, and sets the first left selection operation pattern flag and the second left selection operation pattern flag to OFF. The third left selection operation pattern flag is used as an index for determining whether or not the left selection button 213 has changed from an operation state to a non-operation state (whether or not the operation of the left selection button 213 has ended).
[0280] Furthermore, the MPU 51 sets all of the first to third left selection operation pattern flags to OFF when an operation pattern other than the above, such as "OFF", "OFF", and "OFF", occurs as the three operation states of the left selection button 213. Note that when all of the first to third left selection operation pattern flags are OFF, the MPU 51 determines that the left selection button 213 is in a non-operated state.
[0281] <Right selection operation detection pattern determination process> In the right selection operation detection pattern determination process, the MPU 51 sets a right operation pattern flag for determining the operation state of the right selection button 214 from the operation history of the right selection button 214 determined based on the first right selection operation detection flag, the second right selection operation detection flag, and the right selection operation detection flag. Here, the right selection operation detection pattern determination process is similar to the operation detection pattern determination process of Fig. 21 , and therefore a detailed description thereof will be omitted. Note that in the right selection operation detection pattern determination process, the "operation detection flag" can be read as the "right selection operation detection flag" and the "operation pattern flag" as the "right selection operation pattern flag" in each step of the operation detection pattern determination process of Fig. 21 .
[0282] 22(E), in the right selection operation detection pattern determination process, if the operation pattern of "ON", "ON", "ON" occurs as the operation state of the right selection button 214 three times, the MPU 51 can determine that the operation state of the right selection button 214 is continuing, and therefore sets the first right selection operation pattern flag to ON, and sets the second right selection operation pattern flag and the third right selection operation pattern flag to OFF. Then, the first right selection operation pattern flag is used as an index for determining whether the operation state of the right selection button 214 is continuing or not.
[0283] Furthermore, when the operation patterns of "OFF", "ON", and "ON" occur as three operation states of the right selection button 214, the MPU 51 can determine that the right selection button 214 has changed from a non-operation state to an operation state (operation has started), and therefore sets the second right selection operation pattern flag to ON, and sets the first right selection operation pattern flag and the third right selection operation pattern flag to OFF. The second right selection operation pattern flag is used as an index for determining whether or not the right selection button 214 has changed from a non-operation state to an operation state (whether or not operation of the right selection button 214 has started).
[0284] Furthermore, when the operation patterns of "ON", "OFF", and "OFF" occur as three operation states of the right selection button 214, the MPU 51 can determine that the right selection button 214 has changed from an operation state to a non-operation state (the operation has ended), and therefore sets the third right selection operation pattern flag to ON, and sets the first right selection operation pattern flag and the second right selection operation pattern flag to OFF. The third right selection operation pattern flag is used as an index for determining whether or not the right selection button 214 has changed from an operation state to a non-operation state (whether or not the operation of the right selection button 214 has ended).
[0285] Furthermore, the MPU 51 sets all of the first to third right selection operation pattern flags to OFF when an operation pattern other than the above, such as "OFF", "OFF", and "OFF", occurs as the three operation states of the right selection button 214. Note that when all of the first to third right selection operation pattern flags are OFF, the MPU 51 determines that the right selection button 214 is in a non-operated state.
[0286] [Confirmation button operation detection process] In the decision button operation detection process, the MPU 51 detects the operation state of the decision button 21B and executes a process for sequentially updating the operation history of the past three times. Here, the decision button operation detection process is the same as the operation button operation detection process of Fig. 20, so a detailed description will be omitted. Note that in the decision button operation detection process, the "operation detection flag" can be read as the "decision button operation detection flag" in each step of the operation button operation detection process of Fig. 20.
[0287] [Confirmation operation detection pattern determination process] In the decision operation detection pattern determination process, the MPU 51 sets an operation pattern flag for determining the operation state of the decision button 21B from the operation history of the decision button 21B determined based on the first decision operation detection flag, the second decision operation detection flag, and the third decision operation detection flag. Here, the decision operation detection pattern determination process is similar to the operation detection pattern determination process of Fig. 21, and therefore a detailed description thereof will be omitted. Note that in the decision operation detection pattern determination process, the "operation detection flag" can be read as the "decision operation detection flag" in each step of the operation detection pattern determination process of Fig. 21.
[0288] 22(F), in the decision operation detection pattern determination process, if the operation pattern of "ON", "ON", "ON" occurs as the operation state of the decision button 21B three times, the MPU 51 can determine that the operation state of the decision button 21B is continuing, and therefore sets the first decision operation pattern flag to ON and the second decision operation pattern flag and the third decision operation pattern flag to OFF. The first decision operation pattern flag is used as an index for determining whether the operation state of the decision button 21B is continuing or not.
[0289] Furthermore, when the operation patterns of "OFF", "ON", and "ON" occur as the operation states of the enter button 21B three times, the MPU 51 can determine that the enter button 21B has changed from a non-operated state to an operated state (operation has started), and therefore sets the second enter operation pattern flag to ON and the first enter operation pattern flag and the third enter operation pattern flag to OFF. The second enter operation pattern flag is used as an index for determining whether the enter button 21B has changed from a non-operated state to an operated state (whether operation of the enter button 21B has started).
[0290] Furthermore, when the operation patterns of "ON", "OFF", and "OFF" occur as the operation states of the enter button 21B three times, the MPU 51 can determine that the enter button 21B has changed from an operated state to a non-operated state (the operation has ended), and therefore sets the third enter operation pattern flag to ON, and sets the first enter operation pattern flag and the second enter operation pattern flag to OFF. The third enter operation pattern flag is used as an index for determining whether the enter button 21B has changed from an operated state to a non-operated state (whether the operation of the enter button 21B has ended).
[0291] Furthermore, when an operation pattern other than the above, such as "OFF," "OFF," and "OFF," occurs as the three operation states of the enter button 21B, the MPU 51 sets all of the first to third enter operation pattern flags to OFF. Note that when all of the first to third enter operation pattern flags are OFF, the MPU 51 determines that the enter button 21B is in a non-operated state.
[0292] [Counter update process] Returning to the explanation of FIG. 19, in the counter update process (step S1907), the MPU 51 updates the effect type counter, the variation display counter, and the scenario type counter. Specifically, the MPU 51 adds 1 to the counter value of the effect type counter, and clears the counter value to 0 when the counter value reaches its maximum value. The effect type counter updated here is used to determine the variation type and the effect type based on the variation pattern command received from the main control device 4. For example, the effect type counter is a loop counter that loops between 0 and 99. Meanwhile, the MPU 51 subtracts 1 from the variation display counter. This variation display counter is used to measure the variation display time of the symbol display unit 341, and the counter value of the variation display counter is set to 0 when the remaining variation display time becomes 0. Therefore, based on the counter value of the variation display counter, it is possible to know the remaining variation display time, whether a variation is in progress, whether the variation display of the symbol display unit 341 has ended, and so on. In this embodiment, for example, the variable display counter is referenced when determining whether variable display of the main symbol has started in the symbol display unit 341 in step S2301 of FIG. 26, step S2401 of FIG. 27, step S2501 of FIG. 28, and step S2601 of FIG. 29. Also, the MPU 51 adds 1 to the counter value of the scenario type counter, and clears the counter value to 0 when the counter value reaches its maximum value. The scenario type counter updated here is used to determine the presentation scenario type of the open / close execution mode presentation in the jackpot game presentation (see step S2805 of FIG. 33). For example, the scenario type counter is a loop counter that loops between 0 and 199.
[0293] [Game setting processing] FIG. 23 is a flowchart showing an example of the procedure for the game setting process (step S1908 in FIG. 19). In the game setting process, during a period when a variable game effect and a jackpot game effect are not being executed, game settings for the jackpot game effect and the variable game effect are performed in response to the player's operation of the selection determination unit 21 (the multiple selection buttons 21A (211-214) and the determination button 21B). In this embodiment, as the game setting, character setting for selecting a character in the variable game effect from multiple characters (selection subject) will be described. Hereinafter, a character selected by character setting will be referred to as a "selected character" (specific selection subject). A selected character image (selection subject image) 714 for this selected character is displayed in a partial area (e.g., the lower right corner, the lower left corner, the bottom, etc.) of the symbol display unit 341 during the variable game effect and in the variable stop state (variation stop screen 72 (see FIG. 25(A)) described later), except when a specific effect including a super reach effect or a special reach effect is executed. In addition, the selected character image 714 may be displayed in preference to other characters in a predetermined effect (for example, a cut-in effect, a step-up effect, or a mini-character effect), or may be displayed as an effect that suggests a higher likelihood of the lottery result being a jackpot than other characters.
[0294] Before describing the game setting process shown in FIG. 23, an example of transition of the display screen in the game setting process will be described with reference to FIGS. 24 and 25. In the following description, for ease of explanation, even if a predetermined time has elapsed since the main symbol 715 was stopped, the display does not transition to the top menu screen 72 (see FIG. 25(B)), demo screen, or power saving screen, but the variable stop screen 71 (see FIG. 25(A)), described below, is maintained, and game setting becomes possible after a predetermined time has elapsed since the variable stop screen 71 was displayed. Of course, game setting may be possible immediately after the variable stop screen 71 is displayed, or the display screen may automatically transition from the variable stop screen 71 to the top menu screen 72 (see FIG. 25(B)) without the player's operation when a predetermined time has elapsed since the variable stop screen 71 was displayed.
[0295] As shown in Figure 24, the display screen changes to at least a change stop screen 71, a top menu screen 72, a game setting screen 73 and a character selection screen 74 depending on the player's operation on the selection decision unit 21, and then changes to a change display screen 75 in which the main pattern 715 is displayed in a changeable manner when a game ball enters the first actuation port 314 or the second actuation port 315.
[0296] As shown in Figures 24 and 25(A), the variation stop screen 71 is a screen on which the state in which the variation of the main pattern 715 is stopped is maintained when the reserved number N and reserved number M are "0" when the display of the variation of the main pattern 715 is stopped and when the game does not transition to a jackpot game state. In this embodiment, on the variation stop screen 71, a selected character image 714 is displayed in the lower right corner of the variation stop screen 71. The variation stop screen 71 also transitions when the player selects "End" on the top menu screen 72, game setting screen 73, or character selection screen 74.
[0297] 24 and 25(B), the top menu screen 72 is a screen to which the player transitions from any of the fluctuation stop screen 71, the game setting screen 73, and the character selection screen 74. Specifically, the top menu screen 72 transitions when, for example, the player operates the operation button 20 after a predetermined time has elapsed since the fluctuation stop screen 71 was displayed, when the player selects "Go back one step" on the game setting screen 73, or when the player selects "Return to top menu" on the character selection screen 74. Note that the display screen may transition from the fluctuation stop screen 71 to the top menu screen 72 when an operation unit other than the operation button 20, such as the decision button 21B of the selection decision unit 21, is operated.
[0298] Here, as shown in FIG. 25(B), the top menu screen 72 includes a plurality of selection images 721 to 725, a cursor image 726, and a selection confirmation portion image 727.
[0299] The multiple selection images 721-725 are images that show multiple selectable items and allow the player to select a desired item from the multiple items. The multiple selection images 721-725 are also images for selecting a destination display screen. The multiple selection images 721-725 include a "game setting customization" selection image 723 and an "end" selection image 725. The "game setting customization" selection image 723 is used to transition from the top menu screen 72 to a game setting screen 73 (see FIG. 25(C)) for setting game settings for variable game and jackpot game (see FIG. 24). The "end" selection image 725 is used to transition the display screen from the top menu screen 72 to the variable game stop screen 71 (see FIG. 25(A)) (see FIG. 24).
[0300] The cursor image 726 is an image indicating the provisionally selected item. In addition, the provisionally selected selection image (the "Game Setting Customization" selection image 723 in FIG. 25(B)) is displayed in a manner that makes it distinguishable from the other selection images 721, 722, 724, and 725 in order to emphasize that it is provisionally selected.
[0301] The selection confirming section image 727 is an image simulating the selection confirming section 21 (see FIG. 1 ), and is an image indicating that a desired item can be selected from a plurality of items by operating the selection confirming section 21. In the selection confirming section image 727, the word "SELECT" is added to the images corresponding to the up selection button 211 and the down selection button 212, and the images corresponding to the up selection button 211 and the down selection button 212 are displayed in an emphasized manner. The images corresponding to the up selection button 211 and the down selection button 212 may be emphasized by blinking or the like. In addition, in the selection confirming section image 727, the word "DETERMINE" is added to the image corresponding to the DETERMINE button 21B, indicating that the DETERMINE button 21B should be operated when selecting the provisionally selected item. The display example of the selection confirming section image 727 is not limited to the form shown in FIG. 25(B) and can be changed as appropriate.
[0302] 24 and 25(C), the game setting screen 73 is a screen to which the player transitions from the top menu screen 72 or the character selection screen 74. Specifically, the game setting screen 73 is transitioned when the player selects "Customize Game Settings" on the top menu screen 72 or when the player selects "Go back one page" on the character selection screen 74.
[0303] 25(C), the game setting screen 73 includes a plurality of selection images 731-735, a cursor image 726, and a selection confirmation image 727. The cursor image 726 and the selection confirmation image 727 are the same as those in the top menu screen 72, and therefore a description thereof will be omitted. Hereinafter, when an image is the same as the cursor image 726 and the selection confirmation image 727 in the top menu screen 72, the same reference numerals are used and a description thereof will be omitted. The plurality of selection images 731-735 indicate a plurality of selectable items (destination display screens) and are images that allow the player to select a desired item from the plurality of items. The plurality of selection images 731-735 include a "character selection" selection image 733, a "go back one" selection image 734, and an "end" selection image 735.
[0304] The "Select character" selection image 733 shifts the display screen from the game setting screen 73 to a character selection screen 74 (see FIG. 25(D)) for selecting a selected character image 714 (see FIG. 25(A)) in the variable game presentation (see FIG. 24). The "Go back" selection image 734 shifts the display screen from the game setting screen 73 to the top menu screen 72 (see FIG. 25(B)) (see FIG. 24). The "End" selection image 735 shifts the display screen from the game setting screen 73 to the variable stop screen 71 (see FIG. 25(A)) (see FIG. 24).
[0305] 24 and 25(D), the character selection screen 74 is a screen transitioned from the game setting screen 73. Specifically, the game setting screen 73 is transitioned to when the player selects "character selection" on the game setting screen 73.
[0306] 25(D), the character selection screen 74 includes a plurality of selection images 741-748, a provisionally selected frame image 749, and a selection confirmation image 727. The plurality of selection images 741-748 include a plurality of character selection images 741-745, a "previous one" selection image 746, a "return to top menu" selection image 747, and an "exit" selection image 748.
[0307] The multiple character selection images 741-745 are images that allow the player to select a selected character to be displayed as the selected character image 714 (see FIG. 25(A)). In this embodiment, 20 characters (character 1-character 20) are prepared for the variable game effects and the jackpot game effects, and 9 of these characters (character 1-character 9) can be selected by the player to be displayed as the selected character image 714 (see FIG. 25(A)). Of course, the selected character to be displayed as the selected character image 714 (see FIG. 25(A)) may be selected from all the characters prepared for the variable game effects and the jackpot game effects.
[0308] Furthermore, five of the nine selectable characters are simultaneously displayed on the character selection screen 74, with the character located in the center being displayed largest and the characters further away from the center being displayed smaller. These five characters are changed by operating the left selection button 213 or the right selection button 214 to scroll characters 1 to 9 left and right. Of course, the number of characters simultaneously displayed on the character selection screen 74 is not limited to five, and any number greater than one may be used, and all selectable characters may be displayed simultaneously. Furthermore, when multiple characters are simultaneously displayed on the character selection screen 74, all characters may be displayed at the same size.
[0309] The temporary selection frame image 749 is an image indicating that the character can be selected by operating the enter button 21B, and is displayed so as to surround the periphery of the character selection image. In FIG. 25(D), character 1 displayed in the center is the temporarily selected character. The display position of the temporary selection frame image 749 is fixed, and its position will not change even if the left selection button 213 or the right selection button 214 is operated. In cases such as when multiple characters are displayed simultaneously in the same size on the character selection screen 74, the temporary selection frame image 749 may be moved by operating the selection button 213, right selection button 214, etc.
[0310] The "Go back one" selection image 746 is used to shift the display screen from the character selection screen 74 to the game setting screen 73 (see FIG. 25(C)) (see FIG. 24). The "Return to top menu" selection image 747 is used to shift the display screen from the character selection screen 74 to the top menu screen 72 (see FIG. 25(B)) (see FIG. 24). The "Exit" selection image 748 is used to shift the display screen from the character selection screen 74 to the variation stop screen 71 (see FIG. 25(A)) (see FIG. 24).
[0311] <Step S2201> Returning to the explanation of Fig. 23, in step S2201 in the game setting processing, the MPU 51 determines whether or not the display screen is the fluctuation stop screen 71 (see Fig. 25(A)). Specifically, the MPU 51 determines whether or not the display screen is the fluctuation stop screen 71 depending on whether or not a fluctuation stop screen display flag is on, which is set to on when the value of the fluctuation display counter updated in the counter update processing in step S1907 in the sub-timer interrupt processing in Fig. 19 is 0, and is set to on in the fluctuation stop screen transition processing in step S2407 in the top menu screen processing in Fig. 27 described later, step S2511 in the game setting screen processing in Fig. 28 described later, or step S2612 in the character selection screen processing in Fig. 29 described later.
[0312] If the display screen is the fluctuation stop screen 71 (step S2201: Yes), the MPU 51 proceeds to step S2202, and if the display screen is not the fluctuation stop screen 92 (step S2201: No), the MPU 51 proceeds to step S2203.
[0313] <Step S2202> In step S2202, the MPU 51 executes a game start waiting process and ends the game setting process. Details of the game start waiting process will be described later with reference to FIG.
[0314] <Step S2203> In step S2203, the MPU 51 determines whether the display screen is the top menu screen 72 (see FIG. 25(B)). Specifically, the MPU 51 determines whether the display screen is the top menu screen 72 based on whether a top menu screen display flag is on, which is set on in the top menu screen transition processing in step S2304 of the game start waiting processing in FIG. 26 described later, step S2509 of the game setting screen processing in FIG. 28 described later, or step S2611 of the character selection screen processing in FIG. 29 described later. If the display screen is the top menu screen 72 (step S2203: Yes), the MPU 51 proceeds to step S2204. If the display screen is not the top menu screen 72 (step S2203: No), the MPU 51 proceeds to step S2205.
[0315] <Step S2204> In step S2204, the MPU 51 executes a top menu screen process and ends the game setting process. The top menu screen process will be described later with reference to FIG.
[0316] <Step S2205> In step S2205, the MPU 51 determines whether the display screen is the game setting screen 94 (see FIG. 25(C)). Specifically, the MPU 51 determines whether the display screen is the game setting screen 73 based on whether a game setting screen display flag is on, which is set on in the game setting screen transition processing in step S2409 of the top menu screen processing in FIG. 27 described later or in step S2609 of the character selection screen processing in FIG. 29 described later. If the display screen is the game setting screen 73 (step S2205: Yes), the MPU 51 proceeds to step S2206. If the display screen is not the game setting screen 73 (step S2205: No), the MPU 51 proceeds to step S2207.
[0317] <Step S2206> In step S2206, the MPU 51 executes a game setting screen process and ends the game setting process. Details of the game setting screen process will be described later with reference to FIG.
[0318] <Step S2207> In step S2207, the MPU 51 determines whether the display screen is the character selection screen 74 (see FIG. 25(D)). Specifically, the MPU 51 determines whether the display screen is the character selection screen 74 based on whether a character selection screen display flag, which is set to ON in the character selection screen transition processing in step S2507 of the game setting processing in FIG. 28 described later, is ON. If the display screen is the character selection screen 74 (step S2207: Yes), the MPU 51 proceeds to step S2208, and if the display screen is not the character selection screen 74 (step S2207: No), the MPU 51 proceeds to step S2209.
[0319] <Step S2208> In step S2208, the MPU 51 executes character selection screen processing and ends the game setting processing. Details of the character selection screen processing will be described later with reference to FIG.
[0320] <Step S2209> In step S2209, if the display screen is not one of the variable stop screen 71, the top menu screen 72, the game setting screen 73, and the character selection screen 74, the MPU 51 executes other processing corresponding to the current display screen and terminates the game setting processing.
[0321] [Game start waiting process] Here, Fig. 26 is a flowchart showing an example of the procedure of the game start waiting process executed in step S2202 of the game setting process of Fig. 23. In the game start waiting process, in response to the player's operation of the operation button 20, a process is executed to shift the display screen from the variable stop screen 71 (see Fig. 25(A)) to the top menu screen 72 (see Fig. 25(B)).
[0322] <Step S2301> In step S2301, the MPU 51 determines whether or not the variation of the main symbol 715 has started in the symbol display unit 341. Specifically, the MPU 51 determines whether or not the variation of the main symbol has started based on whether or not the counter value of the variation display counter is 0. Note that the MPU 51 determines that the variation of the main symbol 715 has started when the value of the variation display counter is not 0.
[0323] If the MPU 51 determines that the main pattern 715 has started to change (step S2301: Yes), it terminates the game start waiting process, and if it determines that the main pattern 715 has not started to change (step S2301: No), it transitions the process to step S2302.
[0324] <Step S2302> In step S2302, the MPU 51 determines whether or not the player has operated the operation button 20 based on the first to third operation pattern flags (see FIG. 22(A)). If the MPU 51 determines that the operation button 20 has been operated (step S2302: Yes), it proceeds to step S2303, and if it determines that the operation button 20 has not been operated (step S2302: No), it terminates the game start waiting process.
[0325] <Step S2303> In step S2303, the MPU 51 determines whether a predetermined time (e.g., 30 to 60 seconds) has elapsed since the transition to the fluctuation stop screen 71. For example, when the fluctuation stop screen 71 is displayed (when the counter value of the fluctuation display counter becomes 0), the MPU 51 starts counting using a timing counter, and by referring to the counter value of this timing counter, it can determine the time since the fluctuation stop screen 71 was displayed.
[0326] If the MPU 51 determines that the predetermined time has elapsed (step S2303: Yes), it proceeds to step S2304, and if it determines that the predetermined time has not elapsed (step S2303: No), it terminates the game start waiting process.
[0327] <Step S2304> In step S2304, the MPU 51 determines that the operation button 20 has been operated after a predetermined time has elapsed since the transition to the fluctuation stop screen 71 (Yes in steps S2302 and S2303), and therefore transitions the display screen from the fluctuation stop screen 71 to the top menu screen 72 in response to the player's operation of the operation button 20. At this time, the MPU 51 sets the top menu screen display flag to ON.
[0328] [Top menu screen processing] Here, Fig. 27 is a flowchart showing an example of the procedure for the top menu screen processing executed in step S2204 of the game setting processing in Fig. 23. In the top menu screen processing, a process is executed to transition the display screen from the plurality of selection images 721 to 725 displayed on the top menu screen 72 (see Fig. 25(B)) to a screen corresponding to an item selected by the player through an operation on the selection determination unit 21, for example, the game setting screen 73 (see Fig. 25(C)).
[0329] <Step S2401> In step S2401, the MPU 51 determines whether or not the variation of the main pattern 715 has started in the pattern display unit 341, based on whether or not the value of the variation display counter is 0. If the MPU 51 determines that the variation of the main pattern 715 has started (step S2401: Yes), it proceeds to step S2402, and if it determines that the variation of the main pattern 715 has not started (step S2401: No), it proceeds to step S2403.
[0330] <Step S2402> When the variation of the main symbol 715 has started (step S2401: Yes), the top menu screen display flag is set to OFF (step S2402), and the top menu screen processing ends.
[0331] <Step S2403> In step S2403, the MPU 51 determines whether or not the player has operated the selection button 21A. Specifically, the MPU 51 determines whether or not the player has operated the up selection button 211 or the down selection button 212, based on the first to third up selection operation pattern flags (see FIG. 22(B)) and the first to third down selection operation pattern flags (see FIG. 22(C)).
[0332] If the MPU 51 determines that the selection button 21A has been operated (step S2403: Yes), it proceeds to step S2404, and if it determines that the selection button 21A has not been operated (step S2403: No), it proceeds to step S2405.
[0333] <Step S2404> If it is determined that the selection button 21A has been operated (step S2403: Yes), the MPU 51 executes a temporary selection display change process to change the temporary selection display on the top menu screen 72 (see FIG. 25(B)) (step S2404). For example, if the up selection button 211 is operated while the selection image 723 of "customize game settings" shown in FIG. 25(B) is temporarily selected, the MPU 51 moves the cursor image 726 to the side of the selection image 722, which is one image above the selection image 723. At this time, the selection image 723 is changed from a temporary selection display indicating that it has been temporarily selected to a normal display, and the selection image 722 is changed from a normal display to a temporary selection display. On the other hand, when the down selection button 212 is operated while the selection image 723 of "customize game settings" is provisionally selected, the MPU 51 moves the cursor image 726 to the side of the selection image 724, which is one image below the selection image 723, and changes the selection image 723 from the provisionally selected display to the normal display, while changing the selection image 724 from the normal display to the provisionally selected display. When the processing of step S2404 is completed, the MPU 51 terminates the top menu screen processing.
[0334] In addition, when the display screen is the top menu screen 72 (see Figure 25 (B)), even if the left selection button 213 or the right selection button 214 is operated, the MPU 51 does not perform processing such as moving the cursor image 726 or the provisionally selected display of the selected images 721 to 725.
[0335] <Step S2405> In step S2405, the MPU 51 determines whether or not the player has operated the decision button 21B. Specifically, the MPU 51 determines whether or not the player has operated the decision button 21B based on the first to third decision operation pattern flags (see FIG. 22(F)).
[0336] If the MPU 51 determines that the decision button 21B has been operated (step S2405: Yes), it proceeds to step S2406, and if it determines that the selection button 21A has not been operated (step S2405: No), it terminates the top menu screen processing.
[0337] <Step S2406> In step S2406, the MPU 51 determines whether the "End" selection image 725 (see FIG. 25(B)) on the top menu screen 72 has been selected by the player operating the decision button 21B. That is, the MPU 51 determines whether the item provisionally selected when the decision button 21B was operated was "End." If the MPU 51 determines that the "End" selection image 725 has been selected (step S2406: Yes), the process proceeds to step S2407. If the MPU 51 determines that the "End" selection image 725 has not been selected (step S2406: No), the process proceeds to step S2408.
[0338] <Step S2407> If it is determined that the "End" selection image 725 has been selected (step S2406: Yes), the MPU 51 executes a fluctuation stop screen transition process to transition the display screen from the top menu screen 72 (see FIG. 25(B)) to the fluctuation stop screen 71 (see FIG. 25(A)) (step S2407). At this time, the MPU 51 sets the top menu screen display flag to OFF, while setting the fluctuation stop screen display flag to ON, and ends the top menu screen process.
[0339] <Step S2408> In step S2408, the MPU 51 determines whether the selection image 723 of "game setting customization" on the top menu screen 72 (see FIG. 25(B)) has been selected by the player's operation of the decision button 21B. That is, the MPU 51 determines whether the item provisionally selected when the decision button 21B was operated was "game setting customization." If the MPU 51 determines that the selection image 723 of "game setting customization" has been selected (step S2408: Yes), the process proceeds to step S2409. If the MPU 51 determines that the selection image 723 of "game setting customization" has not been selected (step S2408: No), the process proceeds to step S2410.
[0340] <Step S2409> If it is determined that the "Game Setting Customization" selection image 723 has been selected (step S2408: Yes), the MPU 51 executes a game setting screen transition process to transition the display screen from the top menu screen 72 (see FIG. 25(B)) to the game setting screen 73 (see FIG. 25(C)) (step S2409). At this time, the MPU 51 sets the top menu screen display flag to OFF, while setting the game setting screen display flag to ON, and ends the top menu screen process.
[0341] <Step S2410> In step S2410, if the item selected by the player through the operation of the enter button 21B is other than "End" or "Customize Game Settings," the MPU 51 transitions to a display screen corresponding to the item selected by the player. At this time, the MPU 51 sets the top menu screen display flag to OFF.
[0342] [Game setting screen processing] Here, Fig. 28 is a flowchart showing an example of the procedure for the game setting screen processing executed in step S2206 of the game setting processing in Fig. 23. In the game setting screen processing, as shown in Fig. 24, in response to an operation by the player on the selection determination unit 21, a process is executed to transition the display screen from the game setting screen 73 (see Fig. 25(C)) to a character selection screen 74 (see Fig. 25(D)), a top menu screen 72 (see Fig. 25(B)), etc.
[0343] <Step S2501> 28, the MPU 51 determines whether or not the variation of the main pattern 715 has started in the pattern display unit 341, based on whether or not the counter value of the variation display counter is 0. If the MPU 51 determines that the variation of the main pattern 715 has started (step S2501: Yes), the MPU 51 proceeds to step S2502, and if it determines that the variation of the main pattern 715 has not started (step S2501: No), the MPU 51 proceeds to step S2503.
[0344] <Step S2502> When the variation of the main symbol 715 has started (step S2501: Yes), the game setting screen display flag is set to OFF (step S2502), and the game setting screen processing is terminated.
[0345] <Step S2503> In step S2503, the MPU 51 determines whether the player has operated the selection button 21A. Specifically, the MPU 51 determines whether the player has operated the up selection button 211 or the down selection button 212 based on the first to third up selection operation pattern flags (see FIG. 22(B)) and the first to third down selection operation pattern flags (see FIG. 22(C)).
[0346] If the MPU 51 determines that the selection button 21A has been operated (step S2503: Yes), it proceeds to step S2504, and if it determines that the selection button 21A has not been operated (step S2503: No), it proceeds to step S2505.
[0347] <Step S2504> In step S2504, the MPU 51 executes a temporary selection display change process to move the cursor image 726 and the temporary selection display one step up or down on the game setting screen 94, depending on whether the operated selection button 21A is the up selection button 211 or the down selection button 212, similar to the temporary selection display change process in step S2404 in the top menu screen process of Fig. 27. When the process of step S2504 ends, the MPU 51 ends the game setting screen process.
[0348] <Step S2505> In step S2505, the MPU 51 determines whether or not the player has operated the decision button 21B based on the first to third decision operation pattern flags (see FIG. 22(F)). If the MPU 51 determines that the decision button 21B has been operated (step S2505: Yes), it proceeds to step S2506, and if it determines that the decision button 21B has not been operated (step S2505: No), it ends the game setting screen process.
[0349] <Step S2506> In step S2506, the MPU 51 determines whether the "character selection" selection image 733 (see FIG. 25(C)) on the game setting screen 73 has been selected by the player's operation of the decision button 21B. That is, the MPU 51 determines whether the item provisionally selected when the decision button 21B was operated was "character selection." If the MPU 51 determines that the "character selection" selection image 733 has been selected (step S2506: Yes), the process proceeds to step S2507. If the MPU 51 determines that the "character selection" selection image 733 has not been selected (step S2506: No), the process proceeds to step S2508.
[0350] <Step S2507> If it is determined that the "character selection" selection image 733 has been selected (step S2506: Yes), the MPU 51 executes a character selection screen transition process to transition the display screen from the game setting screen 73 (see FIG. 25(C)) to the character selection screen 74 (FIG. 25(D)) (step S2507). At this time, the MPU 51 sets the game setting screen display flag to OFF, while setting the setting item selection screen display flag to ON, and ends the game setting screen process.
[0351] <Step S2508> In step S2508, the MPU 51 determines whether the "Back to One" selection image 734 on the game setting screen 73 has been selected by the player's operation of the decision button 21B. That is, the MPU 51 determines whether the item provisionally selected when the decision button 21B was operated was "Back to One." If the MPU 51 determines that the "Back to One" selection image 734 has been selected (step S2508: Yes), the process proceeds to step S2509. If the MPU 51 determines that the "Back to One" selection image 734 has not been selected (step S2508: No), the process proceeds to step S2510.
[0352] <Step S2509> If it is determined that the "Back to One" selection image 734 has been selected (step S2508: Yes), the MPU 51 executes a top menu screen transition process to transition the display screen from the game setting screen 73 (see FIG. 25(C)) to the top menu screen 72 (see FIG. 25(B)) (step S2509). At this time, the MPU 51 sets the game setting screen display flag to OFF, while setting the top menu screen display flag to ON, and ends the game setting screen process.
[0353] <Step S2510> In step S2510, the MPU 51 determines whether the "End" selection image 735 on the game setting screen 73 has been selected by the player operating the decision button 21B. That is, the MPU 51 determines whether the item provisionally selected when the decision button 21B was operated was "End." If the MPU 51 determines that the "End" selection image 735 has been selected (step S2510: Yes), the process proceeds to step S2511. If the MPU 51 determines that the "End" selection image 735 has not been selected (step S2510: No), the process proceeds to step S2512.
[0354] <Step S2511> If it is determined that the "End" selection image 735 has been selected (step S2510: Yes), the MPU 51 executes a variable stop screen transition process to transition the display screen from the game setting screen 73 (see FIG. 25(C)) to the variable stop screen 71 (see FIG. 25(A)) (step S2511). At this time, the MPU 51 sets the game setting screen display flag to OFF, while setting the variable stop screen display flag to ON, and ends the game setting screen process.
[0355] <Step S2512> In step S2512, if the item selected by the player through the operation of the enter button 21B is other than "character selection," "previous one," or "end," the MPU 51 transitions to a display screen corresponding to the item selected by the player. At this time, the MPU 51 sets the game setting screen display flag to OFF.
[0356] [Character selection process] Here, Fig. 29 is a flowchart showing an example of the procedure of the character selection process executed in step S2208 of the game setting process in Fig. 23. In the character selection process, a process is executed to determine a selected character (a selected character to be displayed as a selected character image 714 (see Fig. 25(A))) selected from a plurality of characters by an operation of the selection determination unit 21 by the player, and a process is executed to transition the display screen from the character selection screen 74 to the variation stop screen 71 or the top menu screen 72 according to the item selected by the player.
[0357] <Step S2601> In step S2601, the MPU 51 determines whether or not the variation of the main pattern 715 has started in the pattern display unit 341, based on whether or not the counter value of the variation display counter is 0. If the MPU 51 determines that the variation of the main pattern 715 has started (step S2601: Yes), it proceeds to step S2602, and if it determines that the variation of the main pattern 715 has not started (step S2601: No), it proceeds to step S2603.
[0358] <Step S2602> When the variation of the main symbol 715 has started (step S2601: Yes), the MPU 51 sets the game setting screen display flag to OFF (step S2602), and ends the character selection screen process.
[0359] <Step S2603> In step S2603, the MPU 51 determines whether or not the player has operated the selection button 21A. Specifically, the MPU 51 determines whether or not the player has operated the up selection button 211, the down selection button 212, the left selection button 213, or the right selection button 214, based on the first to third up selection operation pattern flags, the first to third down selection operation pattern flags, the first to third left selection operation pattern flags, and the first to third right selection operation pattern flags (see Figures 22(B) to 22(E)).
[0360] If the MPU 51 determines that the selection button 21A has been operated (step S2603: Yes), it proceeds to step S2604, and if it determines that the selection button 21A has not been operated (step S2603: No), it proceeds to step S2605.
[0361] <Step S2604> If it is determined that the selection button 21A has been operated (step S2603: Yes), the MPU 51 executes a temporary selection display change process to move the temporary selection display depending on whether the operated selection button 21A is the up selection button 211, the down selection button 212, the left selection button 213, or the right selection button 214 (step S2604). For example, if the up selection button 211 is operated when the character selection image 741 is temporarily selected, the "End" selection image 748 is changed to the temporary selection display. If the down selection button 212 is operated, the "Previous one" selection image 746 is changed to the temporary selection display. If the left selection button 213 is operated, the character selection images 741 to 745 are all scrolled one by one to the right, and the selection image 743 for character 9 is moved to the center, thereby changing the temporary selection display. Conversely, when the right selection button 214 is operated, the character selection images 741 to 745 are all scrolled one by one to the left, and the selection image 742 for character 2 is moved to the center, thereby changing the provisional selection display. When the processing of step S2604 is completed, the MPU 51 ends the character selection screen processing.
[0362] <Step S2605> In step S2605, the MPU 51 determines whether or not the player has operated the decision button 21B based on the first to third decision operation pattern flags (see FIG. 22(F)). If the MPU 51 determines that the decision button 21B has been operated (step S2605: Yes), it proceeds to step S2606, and if it determines that the decision button 21B has not been operated (step S2605: No), it ends the character selection screen process.
[0363] <Step S2606> In step S2606, the MPU 51 determines whether the character selection image 741 has been selected by the player operating the decision button 21B. That is, the MPU 51 determines whether the character selection image 741 was provisionally selected when the decision button 21B was operated. If the MPU 51 determines that the character selection image 741 has been selected (step S2606: Yes), it proceeds to step S2607. If the MPU 51 determines that the character selection image 741 has not been selected (step S2606: No), it proceeds to step S2608.
[0364] <Step S2607> If it is determined that the character selection image 741 has been selected (step S2606: Yes), the MPU 51 executes a character determination process (step S2607) to determine the character corresponding to the character selection image 741 that was provisionally selected when the decision button 21B was operated as the selected character to be displayed as the selected character image 714 (see Figure 25(A)), and terminates the character selection screen process.
[0365] Specifically, MPU 51 updates the information about the selected character stored in RAM 512. For example, if RAM 512 stores that the selected character is character 2, and character 1 is determined to be the selected character in step S2607, MPU 51 rewrites the content stored in RAM 512 to information indicating that the selected character is character 1.
[0366] In the embodiment, even when the character determination process is performed, the display screen does not transition from the character selection screen 74 to another screen such as the top menu screen 72, but it is also possible to transition the display screen from the character selection screen 74 to another screen such as the top menu screen 72 when the character determination process is performed.
[0367] <Step S2608> In step S2608, the MPU 51 determines whether the "Go back one" selection image 746 has been selected by the player operating the enter button 21B. That is, the MPU 51 determines whether the item provisionally selected when the enter button 21B was operated was "Go back one." If the MPU 51 determines that the "Go back one" selection image 746 has been selected (step S2608: Yes), the process proceeds to step S2609. If the MPU 51 determines that the "Go back one" selection image 746 has not been selected (step S2608: No), the process proceeds to step S2610.
[0368] <Step S2609> If it is determined that the "Go back one" selection image 746 has been selected (step S2608: Yes), the MPU 51 executes a game setting screen transition process to transition the display screen from the character selection screen 74 to the game setting screen 73 (step S2609). At this time, the MPU 51 sets the character selection screen display flag to OFF, and sets the game setting screen display flag to ON, and ends the character selection screen process.
[0369] <Step S2610> In step S2610, the MPU 51 determines whether the "Return to Top Menu" selection image 747 has been selected by the player operating the decision button 21B. That is, the MPU 51 determines whether the item provisionally selected when the decision button 21B was operated was "Return to Top Menu." If the MPU 51 determines that the "Return to Top Menu" selection image 747 has been selected (step S2610: Yes), the process proceeds to step S2611. If the MPU 51 determines that the "Return to Top Menu" selection image 747 has not been selected (step S2610: No), the process proceeds to step S2612.
[0370] <Step S2611> If it is determined that the "Return to Top Menu" selection image 747 has been selected (step S2610: Yes), the MPU 51 executes a top menu screen transition process to transition the display screen from the character selection screen 74 to the top menu screen 72 (step S2611). At this time, the MPU 51 sets the character selection screen display flag to OFF, and sets the top menu screen display flag to ON, and ends the character selection screen process.
[0371] <Step S2612> If the character selection image is not selected by the player's operation of the decision button 21B and the selected item is other than "Go back one page" or "Return to top menu", the MPU 51 can determine that "End" has been selected, and therefore executes a change stop screen transition process to transition the display screen from the character selection screen 74 to the change stop screen 71 (step S2612), and ends the character selection screen process. At this time, the MPU 51 sets the character selection screen display flag to OFF, while setting the change stop screen display flag to ON.
[0372] [Command determination process] Here, Fig. 30 is a flowchart showing an example of the procedure for the command determination process executed in step S1909 in the sub-timer interrupt process of Fig. 19. In the command determination process, a command received from the main control device 4 is determined, and a process corresponding to the command is executed.
[0373] <Step S2701> As shown in FIG. 30, in step S2701, the MPU 51 determines whether or not a command has been received from the main control device 4. If the MPU 51 has received a command (step S2701: Yes), the process proceeds to step S2702. On the other hand, if the MPU 51 has not received a command (step S2701: No), the command determination process ends. Note that commands received from the main control device 4 are stored in an unprocessed command storage area in the RAM 512, and the MPU 51 determines whether or not a command has been received by referring to the unprocessed command storage area. Note that if a command stored in the unprocessed command storage area is determined to have been received in step S2701 and is to be processed, it is deleted from the unprocessed command storage area and stored, for example, in a processing work storage area.
[0374] <Step S2702> In step S2702, the MPU 51 determines whether the received command is a fluctuation pattern command. If the command is a fluctuation pattern command (step S2702: Yes), the MPU 51 proceeds to step S2703. If the command is not a fluctuation pattern command (step S2702: No), the MPU 51 proceeds to step S2706.
[0375] <Step S2703> In step S2703, the MPU 51 determines a variation pattern (a combination of stopped symbols of the main symbols, a variation type, and an effect type) based on the variation pattern command received from the main control device 4. Specifically, the MPU 51 determines a variation pattern based on the variation pattern command, a first stop symbol selection table (see FIG. 31(A)), a variation type table (see FIG. 31(B)), and an effect type table (see FIG. 32(A) to FIG. 32(C)) previously stored in the ROM 511, and the counter value of the effect type counter stored in the RAM 512. Furthermore, when the variation pattern command includes information on the jackpot type, the MPU 51 sets a jackpot flag corresponding to the jackpot type to ON. Specifically, the MPU 51 sets the 5R normal jackpot flag to ON when the jackpot type is a 5R probability variable jackpot, sets the 5R probability variable jackpot flag to ON when the jackpot type is a 5R probability variable jackpot, and sets the 16R probability variable jackpot flag to ON when the jackpot type is a 16R probability variable jackpot.
[0376] The stopping pattern combination of the main symbols consists of a first stopping pattern, a second stopping pattern, and a final stopping pattern. The first stopping pattern is the main symbol that is stopped first on the symbol display unit 341, the second stopping pattern is the main symbol that is stopped second, and the final stopping pattern is the symbol that is stopped last. The effect type table includes a normal reach effect table (see Figure 32(A)) corresponding to a normal reach, a super reach effect table (see Figure 32(B)) corresponding to a super reach, and a special reach effect table (see Figure 32(C)) corresponding to a special reach.
[0377] Here, Figure 31(A) is a diagram showing an example of a first stop symbol selection table. As shown in Figure 31(A), the first stop symbol selection table determines the main symbol (first stop symbol) to be first stopped and displayed in the symbol display unit 341. Note that Figure 31(A) is based on the premise that the main symbols are "1" to "9," "333" is a symbol combination indicating a probability variable jackpot (either a 5R probability variable jackpot or a 16R probability variable jackpot), "777" is a symbol combination indicating a 16R probability variable jackpot, and any other repeated numbers other than "333" and "777" are symbol combinations indicating a 5R normal jackpot, a 5R probability variable jackpot, or a 16R probability variable jackpot.
[0378] When the result of the jackpot lottery by the MPU 41 of the main control device 4 is a "5R normal jackpot," there is no allocation of "3" and "7" as the first stop symbol, and the first stop symbol is determined with a predetermined probability from main symbols other than "3" and "7." In other words, when the result of the lottery is a "5R normal jackpot," the symbol combinations "333" or "777," which indicate a 5R probability variable jackpot or a 16R probability variable jackpot (probability variable jackpot), are not stopped and displayed.
[0379] Furthermore, when the lottery result is a "5R probability jackpot," the first stop symbol is not allocated as "7," and the first stop symbol is determined from the main symbols other than "7" with a predetermined probability. That is, when the lottery result is a "5R probability jackpot," the "777" symbol combination indicating a 16R probability jackpot will not be displayed. On the other hand, even when the lottery result is a "5R probability jackpot," a symbol combination other than the "333" symbol combination indicating a 5R probability jackpot may be displayed. That is, even when the lottery result is a "5R probability jackpot," the main symbol stop display result may be a symbol combination other than the "333" symbol combination indicating a 5R normal jackpot. And when the lottery result is a "5R probability jackpot," if a main symbol other than "3" (excluding "7") is determined as the first stop symbol, the MPU 51 sets the first promotion effect flag to ON. The first promotion effect flag is referenced when determining whether to execute a special promotion effect that indicates a 5R special jackpot in a state that suggests a 5R normal jackpot (step S2901 in the visibility obstruction effect determination process in Figure 36).
[0380] Furthermore, when the lottery result is a "16R probability variable jackpot," all main symbols from "1" to "9" are allocated, and the first stop symbol is determined from the main symbols from "1" to "9" with a predetermined probability. That is, even if the lottery result is a "16R probability variable jackpot," a symbol combination other than the "777" symbol combination indicating a 16R probability variable jackpot may be stopped and displayed. That is, even if the lottery result is a "16R probability variable jackpot," a symbol combination other than the "777" symbol combination indicating a 5R probability variable jackpot or a 5R regular jackpot may be stopped and displayed as the main symbol stop display result. Then, when the lottery result is a "16R probability variable jackpot," if "3" is determined as the first stop symbol, the MPU 51 sets the second promotion effect flag on, and if a main symbol other than "3" or "7" is determined as the first stop symbol, the MPU 51 sets the third promotion effect flag on. The second promotion effect flag is referenced when determining whether to execute a 16R promotion effect indicating a 16R probability variable jackpot in a state suggesting a 5R probability variable jackpot (step S2901 in the visibility obstruction effect determination process of FIG. 36). The third promotion effect flag is referenced when determining whether to execute a probability variable promotion effect indicating a 16R probability variable jackpot in a state suggesting a 5R normal jackpot (step S2901 in the visibility obstruction effect determination process of FIG. 36).
[0381] Then, when the lottery result is a jackpot, the MPU 51 determines the first stop symbol, and then determines the second and final stop symbols to be the same as the first stop symbol that was determined earlier. This determines the combination of stop symbols to be displayed on the pay line of the symbol display unit 341 in the variable game.
[0382] On the other hand, when the lottery result is a "miss," there is allocation to all main symbols from "1" to "9," and the first stop symbol is determined from the main symbols from "1" to "9" with a predetermined probability. Then, when the lottery result is a "miss," the MPU 51 determines the first stop symbol, and then determines the second stop symbol based on the loss type selected based on the loss type table (see FIG. 8(D)) and the first stop symbol previously determined. For example, when the loss type is a front-to-back miss reach, the second stop symbol is determined to be the same symbol as the first stop symbol, and the final stop symbol is determined to be a symbol before or after the first stop symbol. Also, when the loss type is a reach other than a front-to-back miss, the second stop symbol is determined to be the same symbol as the first stop symbol, and the final stop symbol is determined to be a symbol different from the first stop symbol and the symbol before or after the first stop symbol. Furthermore, if the type of loss is a complete loss, the second stop symbol is determined to be a symbol different from the first stop symbol, and the final stop symbol is determined regardless of the first stop symbol and the second stop symbol. Note that the stop symbol combination of the main symbols may be determined by the display control device 6, or only the first stop symbol may be determined by the sound lamp control device 5, and the second stop symbol and the final stop symbol may be determined by the display control device 6.
[0383] 31(B) is a diagram showing an example of a variation type table. As shown in FIG. 31(B), the variation type table defines the variation display time and the variation type corresponding to the variation pattern command. For example, a variation pattern command "A01" for which the lottery result is a "normal jackpot" and the variation pattern is "01" is associated with a variation display time of "30 seconds" and a variation type of "normal reach." A variation pattern command "B02" for which the lottery result is a "5R probability variable jackpot" and the variation pattern is "02" is associated with a variation display time of "60 seconds" and a variation type of "super reach," and a variation pattern command "C03" for which the lottery result is a "16R probability variable jackpot" and the variation pattern is "03" is associated with a variation display time of "90 seconds" and a variation type of "special reach." Furthermore, the variation pattern command "D04" for which the lottery result is "miss" and the variation pattern is "04" is associated with a variation display time of "7s" and a variation type of "no reach", and the variation pattern command "D05" for which the lottery result is "miss" and the variation pattern is "05" is associated with a variation display time of "10s" and a variation type of "no reach".
[0384] Furthermore, Figures 32(A) to 32(C) are diagrams showing examples of effect type tables. The effect type tables are defined for each variation type. Figure 32(A) is a normal reach effect table when the variation type is a normal reach, Figure 32(B) is a super reach effect table when the variation type is a super reach, and Figure 32(C) is a special reach effect table when the variation type is a special reach. Note that in this embodiment, an example will be described in which there are five types of effect types corresponding to each variation type, but there may be six or more types of effect types. Also, in Figure 32, the effect type table when the variation type is no reach is omitted.
[0385] 32(A), "effect X1" to "effect X5" are determined as the effect types corresponding to the counter value of the effect type counter according to the lottery result (5R normal jackpot, 5R probability variable jackpot, 16R probability variable jackpot, and miss). When the MPU 51 determines that the variation type is normal reach, it selects the effect type corresponding to the counter value of the effect type counter from the normal reach effect table according to the lottery result.
[0386] 32(B), "effect Y1" to "effect Y5" are defined as effect types corresponding to the counter value of the effect type counter according to the lottery result. When the MPU 51 determines that the variation type is a super reach, it selects the effect type corresponding to the counter value of the effect type counter from the super reach effect table according to the lottery result.
[0387] 32(C), "effect Z1" to "effect Z5" are defined as effect types corresponding to the counter value of the effect type counter according to the lottery result. When the MPU 51 determines that the variation type is a special reach, it selects the effect type corresponding to the counter value of the effect type counter from the special reach effect table according to the lottery result.
[0388] Then, the MPU 51 sets a display variation pattern command indicating the stopped symbol combination of the main symbol, the variation type, and the effect type, which are determined based on the variation pattern command, the variation type table, the effect type table, and the effect type counter, in the RAM 512. This display variation pattern command is transmitted to the display control device 6 in step S2705, which will be described later. Meanwhile, the display control device 6, which has received the display variation pattern command, executes the symbol variation display and effect display using the symbol display unit 341 based on the display variation pattern command. Note that the display variation pattern command may include information on whether or not a jackpot has been won.
[0389] <Step S2704> Returning to the explanation of Figure 30, in step S2704, the MPU 51 sets the variable display time corresponding to the variable pattern command in the variable display counter. The variable display time is determined according to the variable pattern information included in the variable pattern command. The variable display counter is then decremented by one in the counter update process of step S1907 in the sub-timer interrupt process of Figure 19, and the MPU 51 can determine whether or not a variable pattern display is in progress, the remaining time of the variable display time, etc., based on the variable display counter. For example, the MPU 51 can determine that the variable pattern display has ended when the count value of the variable display counter reaches 0.
[0390] <Step S2705> In step S2705, the MPU 51 outputs a display variation pattern command to the display control device 6 to identify the stopped symbol combination, variation type, and effect type of the main symbols in the symbol display unit 341, and terminates the command determination process. The display variation pattern command is information for identifying the stopped symbol combination, variation type, and effect type of the main symbols determined in step S2703. Meanwhile, the ROM 611 of the display control device 6 stores variation images and effect images of the main symbols corresponding to each display variation pattern command. As a result, in the display control device 6, the MPU 61 executes variation display and effect display in the symbol display unit 341 according to the stopped symbol combination, variation type, and effect type of the main symbols corresponding to the display variation pattern command.
[0391] Specifically, in the symbol display unit 341, the MPU 61 of the display control device 6 executes the variable display of a plurality of main symbols (three in this embodiment) until a preset variable display time has elapsed, and causes the variable display of the plurality of main symbols to be stopped in order. Then, when all the main symbols are stopped and the result of the jackpot lottery is displayed, the symbol variable display of the next variable game or processing corresponding to the jackpot game is executed. Here, during the variable display of the main symbols, an effect corresponding to the content of the variation type and effect type specified by the display variation pattern command is executed.
[0392] <Step S2706> In step S2706, the MPU 51 determines whether the received command is a jackpot game start command. The jackpot game start command is a command indicating the start of a jackpot game, and is set when the jackpot game execution flag is set to ON by the MPU 41 of the main control device 4 at the start of a jackpot game, as described above. Here, if the received command is a jackpot game start command (step S2706: Yes), the MPU 51 proceeds to step S2707, and if the received command is not a jackpot game start command (step S2706: No), the MPU 51 proceeds to step S2709.
[0393] <Step S2707> When the jackpot game start command is received (step S2706: Yes), the MPU 51 executes a jackpot game effect determination process (step S2707). The jackpot game effect determination process is a process for determining an effect to be executed by the symbol display unit 341, etc., when the gaming state transitions to a jackpot game state. Details of the jackpot game effect determination process will be described later with reference to FIG. 33.
[0394] <Step S2708> In step S2708, when the jackpot game effect determination process is completed, the MPU 51 sets the jackpot game effect start flag to ON and terminates the command determination process. The jackpot game effect start flag is referenced when determining whether or not to execute opening effect start process in step S3202 of the jackpot game effect process in Figure 44 described later.
[0395] <Step S2709> In step S2709, the MPU 51 determines whether the received command is a round game start command. The round game start command is a command that notifies the voice and lamp control device 5 of the start of a round game in the open / close execution mode in a jackpot game and which round the round game is, and is set in step S1813 of the open / close execution mode control process in Fig. 18. Here, if the received command is a round game start command (step S2709: Yes), the MPU 51 proceeds to step S2710, and if the received command is not a round game start command (step S2709: No), the MPU 51 proceeds to step S2711.
[0396] <Step S2710> In step S2710, the MPU 51 sets the round game effect start flag to ON. At this time, the MPU 51 identifies the number of rounds of the round game to be started from information regarding the number of rounds of the round game included in the round game start command, stores the number of rounds in the RAM 512, and terminates the command determination process. The round game effect start flag is referenced when determining whether or not to execute round game effect processing in step S3209 of the jackpot game effect processing in Figure 44 described later. In addition, the number of rounds of the round game stored in the RAM 512 in this step S2710 is referenced when determining whether or not there is an unplayed round game in step S3016 of the error processing in Figure 42 described later.
[0397] <Step S2711> In step S2711, the MPU 51 determines whether the received command is a variable prize opening winning command. The variable prize opening winning command is a command that notifies the voice and lamp control device 5 that a gaming ball has won the variable prize opening 316, and is set in the prize ball command setting process (step S1303 in FIG. 12) when a gaming ball wins the variable prize opening 316. Here, if the received command is a variable prize opening winning command (step S2711: Yes), the MPU 51 proceeds to step S2712, and if the received command is not a variable prize opening winning command (step S2711: No), the MPU 51 proceeds to step S2713.
[0398] <Step S2712> In step S2712, the MPU 51 executes a ball output counting process. In this ball output counting process, the MPU 51 counts and stores the cumulative number of balls output from the variable winning opening 316 during consecutive jackpot wins. Specifically, each time the MPU 51 receives a variable winning opening win command, the MPU 51 counts a value obtained by adding up the number of winning balls (e.g., 13 balls) for winning the variable winning opening 316, and stores the counted number of accumulated balls in the RAM 512. The accumulated number of accumulated balls stored in the RAM 512 is cleared after the consecutive jackpot win ends. Alternatively, the ball output counting process may be a process that does not directly count the cumulative number of balls output, but counts the cumulative number of winning game balls that have entered the variable winning opening 316 and stores the counted number in the RAM 512. Furthermore, the ball output counting process may be a process that counts the cumulative number of balls output, which is the difference between the cumulative number of balls output during a jackpot win and the number of game balls released (number of balls output) during a jackpot win. The difference in the number of balls may be not only the number of balls shot during a jackpot game, but also the difference in the number of balls shot in the short-time probability mode to which the game shifts after a jackpot game. Also, the ball counting process may be a process that counts not only the cumulative number of balls shot relative to the number of prize balls from the variable prize winning port 316, but also the cumulative number of balls shot by adding the number of prize balls from other prize winning ports such as the general prize winning port 313.
[0399] Here, a jackpot streak includes all jackpots from the first jackpot, which is the lottery result for a jackpot in a variable game mode in a normal non-time-saving game mode (a state in which the game mode is in a low probability mode and not a high frequency support mode), until the game mode falls into a normal non-time-saving game mode, and the first jackpot is also included in the jackpot streak. A jackpot streak can also be defined as all jackpots until the game mode falls into a normal time-saving game mode.
[0400] In the ball counting process of step S2712, the cumulative number of balls may be counted as the sum of balls that have been won through the general winning opening 313, the first operating opening 314, and the second operating opening 315. In this case, the cumulative number of balls may be counted by counting only balls that have been won during a jackpot game, or may be counted by counting balls that have been won during a probability variable game state and a normal time-saving game state in addition to the jackpot game.
[0401] <Step S2713> In step S2713, the MPU 51 determines whether the received command is an ending start command. The ending start command is a command that notifies the voice and lamp control device 5 that an ending is about to start, i.e., that the open / close execution mode is to end, and is set in step S1718 of the jackpot game control processing in Figure 16 when the ending is to start. Here, if the received command is an ending start command (step S2713: Yes), the MPU 51 proceeds to step S2714, and if the received command is not an ending start command (step S2713: No), the MPU 51 proceeds to step S2715.
[0402] <Step S2714> In step S2714, the MPU 51 sets the ending start flag to ON and ends the command determination process. The ending start flag is referenced when determining whether or not to execute the ending effect start process in step S3212 in the jackpot game effect process in FIG. 44, which will be described later.
[0403] <Step S2715> In step S2715, the MPU 51 determines whether the received command is a jackpot game end command. The jackpot game end command is a command indicating that the jackpot game should be ended, and is set when the jackpot game execution flag is set to OFF by the MPU 41 of the main control device 4 at the end of the jackpot game, as described above. Here, if the received command is a jackpot game end command (step S2715: Yes), the MPU 51 proceeds to step S2716, and if the received command is not a jackpot game end command (step S2715: No), the MPU 51 proceeds to step S2717.
[0404] <Step S2716> In step S2716, the MPU 51 sets the jackpot game effect end flag to ON and ends the command determination process. The jackpot game effect end flag is referenced when determining whether or not to execute ending effect end processing in step S3315 of the jackpot game effect in the jackpot game effect processing in FIG. 44 described later.
[0405] <Step S2717> In step S2717, the MPU 51 determines whether the received command is a hold command. The hold command includes the first hold command and the second hold command as described above. The first hold command includes information specifying the type of jackpot or loss, the fluctuation pattern, and the number N of hold variable displays generated by winning through the first actuation port 314. The second hold command includes information specifying the type of jackpot or loss, the fluctuation pattern, and the number M of hold variable displays generated by winning through the second actuation port 315. Here, if the received command is a hold command (step S2717: Yes), the MPU 51 proceeds to step S2718, and if the received command is not a hold command (step S2717: No), the MPU 51 proceeds to step S2719.
[0406] <Step S2718> In step S2718, if the received reserved command is a first reserved command, the MPU 51 stores the jackpot type or loss, fluctuation pattern, reserved number N, etc. specified by the first reserved command in the fluctuation type area of the RAM 512. Similarly, if the received reserved command is a second reserved command, the MPU 51 stores the jackpot type or loss, fluctuation pattern, reserved number M, etc. specified by the second reserved command in the fluctuation type area of the RAM 512. After executing this step S2718, the MPU 51 ends the command determination process.
[0407] <Step S2719> In step S2719, the MPU 51 determines whether the received command is an error occurrence command. The error occurrence command is a command that notifies the voice lamp control device 5 that an error has occurred, and when an error occurs, the error occurrence command is set in the error determination process (step S1007) of Fig. 9 as an error occurrence command according to the type of error. Here, if the received command is an error occurrence command (step S2719: Yes), the MPU 51 proceeds to step S2720, and if the received command is not an error occurrence command (step S2719: No), the MPU 51 proceeds to step S2721.
[0408] <Step S2720> In step S2720, the MPU 51 sets the error occurrence flag to ON and ends the command determination process. The error occurrence flag is referenced when determining whether or not to display an error in step S3001 in the error processing in Fig. 41, which will be described later.
[0409] <Step S2721> In step S2721, the MPU 51 determines whether the received command is an error resolution command. The error resolution command is a command that notifies the voice lamp control device 5 that the error has been resolved, and when the error is resolved, the error resolution command is set in the error determination process (step S1007) of Fig. 9 as the error resolution command corresponding to the type of error. Here, if the received command is an error resolution command (step S2721: Yes), the MPU 51 proceeds to step S2722, and if the received command is not an error resolution command (step S2721: No), the MPU 51 proceeds to step S2723.
[0410] <Step S2722> In step S2722, the MPU 51 sets the error resolution flag to ON and ends the command determination process. The error resolution flag is referenced when determining whether to cancel the error display in step S3007 of the error processing in Figure 41, which will be described later.
[0411] <Step S2723> In step S2723, the MPU 51 executes processing based on the other command received from the main control device 4, and then ends the command determination processing.
[0412] [Jackpot game effect determination process] Here, Fig. 33 is a flowchart showing an example of the procedure for the jackpot game effect determination process executed in step S2707 of the command determination process in Fig. 30. In the jackpot game effect determination process, effects to be executed in the jackpot game, such as an opening effect, an opening / closing execution mode effect, and an ending effect, are determined.
[0413] <Step S2801> In step S2801, the MPU 51 determines whether a so-called reserved consecutive win will be executed after the end of the jackpot game. A reserved consecutive win will be executed when any of the first reserve area REB1 to the fourth reserve area REB4 of the second reserve storage area REB contains information indicating a jackpot (5R variable jackpot, 16R variable jackpot, or 5R normal jackpot) as win / loss information after the jackpot game ends and the game state transitions to time-saving mode. In other words, a reserved consecutive win refers to a jackpot game occurring in a variable play mode with the reserved number M at the end of the jackpot game as the upper limit. For example, if the reserved number M at the end of the jackpot game is 4, a reserved consecutive win refers to a jackpot occurring within four variable play modes after the transition to time-saving mode. Whether a reserved consecutive win will be executed can be determined, for example, by referencing the variable type area of RAM 512 and determining whether the jackpot type specified by the second reserve command is stored.
[0414] However, in step S2801, the variable type area is referenced at the start of the opening effect to determine whether a consecutive reserved win will be executed. In other words, a jackpot lottery result from the start of the jackpot game effect until the end of the open / close execution mode effect is not subject to the determination of whether a consecutive reserved win will be executed in step S2801. Note that, for the initial entry of a game ball into the first actuation port 314 or the second actuation port 315 from the start of the jackpot game effect until the end of the open / close execution mode effect, a consecutive reserved win determination effect may be executed, for example, at the ending. In that case, whether a consecutive reserved win will be executed is determined by whether or not a consecutive reserved win determination effect, which indicates that a consecutive reserved win will be executed, is executed in the ending effect start process of step S3214 in the jackpot game effect process shown in FIG. 44, which will be described later.
[0415] <Step S2802> If the reserved consecutive win is executed (step S2801: Yes), the MPU 51 sets the reserved consecutive win flag to ON (step S2802). The reserved consecutive win flag is referenced when determining whether or not to execute the reserved consecutive win confirmation effect as the visibility obstruction effect in step S2907 of the visibility obstruction effect determination process in FIG. 36, which will be described later.
[0416] <Step S2803> In step S2803, the MPU 51 executes a process for determining an opening effect to be executed during the opening period from the transition to the jackpot game until the start of the open / close execution mode. Specifically, the MPU 51 determines the opening effect according to the symbol combination of the main symbols stopped and displayed, for example, based on an opening effect table stored in the ROM 511. The MPU 51 also transmits information about the determined opening effect type to the display control device 6 as an opening effect command. Here, the MPU 51 determines, as the opening effect, an effect indicating a 16R probability jackpot when the symbol combination is "777," an effect suggesting a 5R probability jackpot when the symbol combination is "333," and an effect suggesting a 5R normal jackpot when the symbol combination is a double number other than "777" or "333." In other words, the opening effect is determined according to the symbol combination of the main symbols stopped and displayed, not the type of jackpot.
[0417] In addition, in the opening effect, a specific image such as an image showing the number of consecutive jackpots may be displayed. Here, the number of consecutive jackpots is as explained in step S2712 above, and is, for example, the number of jackpots from the first jackpot until the game state falls into the normal non-time-saving game state. On the other hand, an example of the specific image displayed in the opening effect is an image of a character including the selected character.
[0418] <Step S2804> In step S2804, the MPU 51 identifies the jackpot type and the selected character. The MPU 51 identifies the jackpot type based on the type of jackpot flag (5R normal jackpot flag, 5R probability variable jackpot flag, and 16R probability variable jackpot flag) that is set to ON in step S2703 of the command determination process in Fig. 30. Meanwhile, the MPU 51 refers to the RMA 512 to identify which character the selected character is, for example, from character 1 to character 9.
[0419] <Steps S2805 and S2806> In step S2805, the MPU 51 determines an opening / closing execution mode presentation determination table according to the type of jackpot and the selected character identified in step S2804, and further executes a process to determine the opening / closing execution mode presentation based on the opening / closing execution mode presentation determination table (step S2806).
[0420] Here, FIG. 34 shows an example of a 5R opening / closing execution mode effect determination table, and FIG. 35 shows an example of a 16R opening / closing execution mode effect determination table.
[0421] The 5R opening / closing execution mode effect determination table shown in Figure 34 is a table referenced by the MPU 51 when determining the opening / closing execution mode effect for a 5R jackpot. That is, the MPU 51 determines the opening / closing execution mode effect for a 5R jackpot using the same 5R opening / closing execution mode effect determination table, regardless of whether it is a 5R normal jackpot or a 5R special jackpot. Of course, different 5R opening / closing execution mode effect determination tables may be prepared for a 5R normal jackpot and a 5R special jackpot, and the 5R opening / closing execution mode effect may be determined based on these.
[0422] This 5R opening / closing execution mode effect determination table includes an effect scenario table corresponding to the selected character. In this embodiment, since any one of characters 1 to 9 can be selected as the selected character, the 5R opening / closing execution mode effect determination table includes nine effect scenario tables corresponding to characters 1 to 9, respectively. In FIG. 34, each effect scenario table is represented as a "5R character N effect scenario table" (N is an integer from 1 to 9). Each effect scenario table consists of an effect scenario type, a round game effect character type, and a scenario type counter.
[0423] The effect scenario type specifies a combination of round game effects to be executed in round games of 1R to 5R. In this embodiment, five effect scenarios are set for each selected character, and in each scenario, a character effect (hereinafter referred to as "specific character effect") with the selected character as the main character is executed. Here, possible character effects in round games include, for example, playing a promotional video (PV) of the character, displaying an introductory video or still image of the character, etc.
[0424] The number of effect scenarios for the selected character is not limited to five and may be any other number, and it is not necessary to set the same number of scenarios for each selected character. Also, in each scenario, character effects are executed in all round games, but character effects may be executed in some round games and round game effects other than character effects may be executed in other round games.
[0425] The round game effect character type specifies the round game effect to be executed in each round game from 1R to 5R. In FIG. 34, a character effect mainly featuring character N (N is an integer from 1 to 9) is represented as "character N" (N is an integer from 1 to 9). A specific character effect is defined for each scenario, and it is determined that this specific character effect will be executed in the same round (specific unit game) regardless of which scenario is selected. In this embodiment, it is determined that the specific character effect will be executed in the first round of each scenario. That is, in a 5R jackpot game, the specific character effect for the selected character is always executed in the first round of the round game. Therefore, the player can know in advance which round game will be executed with the specific character effect, and can avoid missing the specific character effect for the selected character by focusing on the variable winning slot 316, for example. The specific character effect does not necessarily have to be executed in the first round, but may be executed in the second round or later.
[0426] The scenario type counter is a counter for selecting a rendering scenario, and a rendering scenario is associated with each count value of the scenario type counter within a predetermined range. For example, in the 5R character 1 rendering scenario table, a counter value of "0 to 39" of the scenario type counter is associated with "Character 1 Scenario A," a counter value of "40 to 79" is associated with "Character 1 Scenario B," a counter value of "80 to 119" is associated with "Character 1 Scenario C," a counter value of "120 to 159" is associated with "Character 1 Scenario D," and a counter value of "160 to 199" is associated with "Character 1 Scenario E." The scenario type counter is a loop counter that loops between 0 and 199, and is incremented by one in the counter update process of step S1907 in the sub-timer interrupt process of FIG. 19. MPU 51 can determine a rendering scenario based on the count value of the scenario type counter acquired when determining the open / close execution mode rendering. For example, if the selected character is "Character 1" and the counter value of the scenario type counter is "88," "Character 1 Scenario C" is determined as the presentation scenario.
[0427] The 16R opening / closing execution mode presentation determination table shown in Figure 35 is a table referenced by the MPU 51 when determining the opening / closing execution mode presentation at the time of a 16R jackpot. This 16R opening / closing execution mode presentation determination table, like the 5R opening / closing execution mode presentation determination table, includes a presentation scenario table corresponding to the selected character, which includes a presentation scenario type, a round game presentation character type, and a scenario type counter. The presentation scenario type, round game presentation character type, and scenario type counter have already been explained in the 5R opening / closing execution mode presentation determination table, so explanations here are omitted. It should be noted that the 16R opening / closing execution mode presentation determination table also determines that a specific character presentation will be executed in the same round regardless of which scenario is selected.
[0428] In this embodiment, the 16R opening / closing execution mode effect determination table has a larger number of scenarios in each scenario table than the 5R opening / closing execution mode effect determination table, with 12 scenarios set. Of course, the 16R opening / closing execution mode effect determination table may have the same number of scenarios in each scenario table as the 5R opening / closing execution mode effect determination table, or it may have fewer scenarios than the 5R opening / closing execution mode effect determination table. Furthermore, the opening / closing execution mode effect determination table is not limited to one that executes an effect for a different character type for each round of play, but may also be one that executes an effect for a different character type at regular intervals (for example, the maximum opening time of the variable winning slot 316).
[0429] Furthermore, in the opening / closing execution mode effect determination table of this embodiment, the specific character effect for the selected character is fixed for one round (specific round) of round play. However, if the game situation is favorable to the player, such as when a series of reserved wins is confirmed or when the next jackpot is expected to occur relatively soon, such as in the case of a probability jackpot, the specific character effect may not be executed in the jackpot game, which is an advantageous game situation for the player. This allows the player to enjoy the jackpot game by focusing on whether the specific character effect will be executed in one round of round play. Note that if the specific character effect is not executed in the jackpot game because the game situation is favorable to the player, the specific character effect may be executed multiple times in the next jackpot game. For example, the specific character effect may be executed in all round play in the opening / closing execution mode, or the specific character effect may be executed in at least one of the opening and ending scenes in addition to all round play in the opening / closing execution mode. In this way, if a specific character effect was not executed in the previous jackpot, the player can enjoy the specific character effect in the current jackpot game up to the amount of the previous jackpot game. Also, the execution of the specific character effect in all rounds of play in the open / close execution mode may be conditional on a game situation that is advantageous to the player, such as when a probability variable jackpot is reached or when a reserved consecutive win is confirmed.
[0430] <Step S2807> 33, in step S2807, the MPU 51 executes a process for determining an ending effect to be executed in the ending from the end of the open / close execution mode until the end of the jackpot game. Specifically, the MPU 51 determines an ending effect according to the jackpot type, for example, based on an ending effect table stored in the ROM 511. The MPU 51 also transmits information on the determined ending effect type to the display control device 6 as an ending effect command.
[0431] Here, the ending effect informs the player that the jackpot game will end after the open / close execution mode ends. In the ending effect, information such as the result of the jackpot lottery in the variable game that triggered the jackpot game (indicating the game state to be transitioned to after the jackpot game ends) is displayed on the symbol display unit 341. Specifically, in the ending effect, if the lottery result is a jackpot in the normal time-saving game state (a state in which the mode is low-probability mode and high-frequency support mode) or the normal non-time-saving game state (a state in which the mode is low-probability mode and not high-frequency support mode), i.e., if the first hit is a 5R probability variable jackpot or a 16R probability variable jackpot, an image indicating a transition to a probability variable time-saving game state in a high-probability mode and high-frequency support mode is displayed on the symbol display unit 341. If the first hit is a 5R normal jackpot, an image indicating a transition to a normal non-time-saving game state is displayed on the symbol display unit 341. An example of an image indicating a transition to the probability variable time-saving game state is "XX RUSH ENTERED." On the other hand, an image indicating a transition to a normal non-time-saving game state is, for example, "Entering Chance Zone," and the number of times the time will be reduced is also displayed. Also, in the ending presentation when the lottery result is a jackpot in the time-saving game state with a probability variable, an image indicating a transition back to the time-saving game state with a probability variable is displayed on the symbol display unit 341. An image indicating a transition back to the time-saving game state with a probability variable is, for example, "XX RUSH Continued." Also, the ending presentation may be an image indicating the number of transitions to the time-saving game state with a probability variable for one initial win (for example, the number of times RUSH continues) or an image of a character that appeared in the jackpot presentation in the variable game that led to the jackpot game, displayed on the symbol display unit 341. The image indicating the number of transitions to the time-saving game state with a probability variable and the image of the character are determined in this step S2807.
[0432] Furthermore, in the ending effect, images relating to the number of balls dispensed in a jackpot game, the total number of balls dispensed during a winning streak, etc. are displayed on the symbol display unit 341. The ending effect may also display a confirmation image indicating that a reserve winning streak, which will be described later, will be executed. These images are determined in the ending effect start process in step S3214 of the jackpot game effect process, which will be described later with reference to FIG. 44, for example.
[0433] <Step S2808> In step S2808, the MPU 51 executes a visibility obstruction effect determination process for obstructing the visibility of the image game effect executed in the symbol display unit 341, and ends the big win game effect process. Details of the visibility obstruction effect determination process will be described below with reference to Figures 36 to 40.
[0434] In the jackpot game effect determination process shown in FIG. 33, the opening effect, the opening / closing execution mode effect, the ending effect, and the visibility obstruction effect are determined in this order, but the order in which each effect is determined is not limited to the order shown in FIG. 33. For example, the ending effect may be determined before the opening / closing execution mode effect, or the visibility obstruction effect may be determined before at least one of the opening / closing execution mode effect and the ending effect. Furthermore, the opening / closing execution mode effect or the visibility obstruction effect is not limited to being determined when the jackpot game start command is received (at the start of the jackpot game), but may be determined at the start of the opening / closing execution mode. Furthermore, when the visibility obstruction effect is determined before the opening / closing execution mode effect, the opening / closing execution mode effect is determined so that a specific character effect for the selected character is executed in round play in which the visibility obstruction effect is not executed. This point will be described later as a ninth embodiment with reference to FIGS. 61 to 63.
[0435] [Visual obstruction effect determination process] Here, Figure 36 is a flowchart showing an example of the procedure for the visibility obstruction effect determination process executed in step S2808 of the jackpot game effect determination process of Figure 33. In the visibility obstruction effect determination process, it is determined whether or not to execute a visibility obstruction effect, and if the visibility obstruction effect is to be executed, the timing of executing the visibility obstruction effect is determined.
[0436] Here, the visibility obstruction effect is an effect that obstructs the visibility of the image game effect executed on the symbol display unit 341, and includes an effect that obstructs the visibility of part of the game image effect, making part of the game image effect visible, and an effect that obstructs the visibility of all or almost all of the game image effect, making the game image effect completely or almost completely invisible. Also, the visibility obstruction effect is not limited to effects executed on the symbol display unit 341, such as a layer image effect in which an image is displayed on a visible layer on the display screen of the symbol display unit 341, but also includes a front display image effect executed on a translucent front display that is arranged in front of the symbol display unit 341 so as to cover the symbol display unit 341, and a movable role game effect in which the movable role member 39 moves to a position that covers the display screen of the symbol display unit 341. Furthermore, the layer image effects include, for example, an effect in which a layer image is displayed superimposed on a game image effect in the symbol display unit 341, thereby preventing visibility of part or all of the game image, as well as an effect in which execution of the game image effect is stopped and, instead of the game image effect, a layer image is displayed on the entire display screen of the symbol display unit 341. Furthermore, the layer images displayed superimposed on the game image effect include not only non-transparent layer images that make the image of the lower layer invisible, but also transparent layer images that make the image of the lower layer visible, for example, faintly or vaguely.
[0437] Before describing the visibility obstruction effect determination process shown in FIG. 36, the open / close execution mode effect and the visibility obstruction effect will be described below with reference to FIGS.
[0438] FIG. 37(A) is a diagram showing an example of a round game in which the scenario of the opening / closing execution mode effect determined in the jackpot game effect determination process of FIG. 33 and the visibility obstruction effect are executed. Note that in FIG. 37(A), the opening / closing execution mode effect is an example in which "Character 1 Scenario A" is determined as the effect scenario in a 16R probability variable jackpot game in which the selected character is Character 1. In the opening / closing execution mode effect of "Character 1 Scenario A" for a 16R jackpot, character effects mainly featuring Character 1, Character 2, Character 14, Character 7, etc., and Character 10 are executed in this order as round game effects. Here, the specific character effect for the selected character is fixed and executed for one round (first unit game) as described below (see FIGS. 34 and 35). In the example of FIG. 37(A), the selected character is Character 1, and the specific character effect for Character 1 is executed in one round.
[0439] 37(A), as the visual obstruction effects, a specific number of balls output display effect is executed in the second round, a reserved consecutive win confirmation effect is executed in the third round, and a promotion effect is executed in the fourth round. Then, for the round in which the specific number of balls output display effect is executed, a specific number of balls output display flag stored in RAM 512 is set to ON, and for the round in which the specific number of balls output display effect is not executed, the specific number of balls output display flag is set to OFF. In the example of FIG. 37(A), the specific number of balls output display flag is set to ON for the two rounds in which the specific number of balls output display effect is executed, and the specific number of balls output display flag is set to OFF for the other rounds (see steps S2915 and S2916 in FIG. 36).
[0440] In the gaming machine 10, as described above, it is determined that the specific character effect for the selected character will be executed in one round (see steps S2804 to S2806 in Figure 33, Figures 34 and 35), whereas it is determined that the pending consecutive win confirmation effect and promotion effect, which are visibility obstruction effects, will be executed in the second round or later (steps S2906, S2911 in Figure 36).
[0441] In addition, in the gaming machine 10, the jackpot game presentations (opening presentation, opening / closing execution mode presentation, ending presentation, and visibility obstruction presentation) determined in the jackpot game presentation determination process of Figure 33 are executed in the jackpot game presentation process of Figure 44 described below.
[0442] Incidentally, some conventional gaming machines display still images, such as character introduction images, as well as videos, such as promotional videos (PVs) of characters appearing in the effects of variable games, during round play in jackpot games. Furthermore, some gaming machines also execute promotion effects, such as those that suggest or clearly indicate an upgrade from a normal jackpot to a probability variable jackpot, or those that indicate that a player has won a jackpot that will result in a jackpot streak after a jackpot game.
[0443] However, promotion effects and reserved consecutive win confirmation effects are generally executed in a way that obstructs the visibility of the effects for the characters. For example, a movable role component operates to cover the symbol display unit, and an overlay image that notifies the player of the results of the promotion effect or the confirmation of reserved consecutive wins is displayed on the symbol display unit, obstructing the visibility of the effects for the characters. Therefore, when the effect of a player's favorite character is being executed, the movable role component or overlay image may obstruct the visibility of the effect of the player's favorite character. When such a situation occurs, the player is unable to fully enjoy the effect of the favorite character.
[0444] In contrast, in the gaming machine 10 according to this embodiment, the specific character effect for the selected character is executed at a different timing from the visibility obstruction effect that obstructs the visibility of this specific character effect. That is, in the gaming machine 10, in each jackpot game, the specific character effect is fixed to a specific round of play among multiple rounds of play and the visibility obstruction effect is executed in a round of play different ...
Claims
[Claim 1] a determination means for determining whether or not to transition to a special game state in which a special game advantageous to a player is executed based on the establishment of a determination condition; a main control means for controlling the progress of a game based on the determination result of the determination means; a subject effect display means for determining and displaying a specific selected subject effect from a plurality of selected subject effects when a player performs a predetermined operation on a predetermined operation means; a presentation means for executing a game presentation in the special game and a notification game for notifying the result of the determination; An effect execution means for causing the effect means to execute the game effect; Equipped with The game effects include, as image game effects executed in the special game, specific subject image effects that are displayed using a subject corresponding to the specific selection subject effect and whose display timing is set at the start of the special game, and visibility-impeding image effects that are displayed in front of a predetermined game image effect displayed in the special game and thereby impede visibility of the predetermined game image effect, The visibility-impeding image effects include a first visibility-impeding image effect and a second visibility-impeding image effect, the first visibility-impeding image effect is an image effect that is displayed when a first predetermined condition different from the determination result of the determination means for the special game is established during execution of the special game, and the display timing is not set at the start of the special game; In a predetermined special game state, the first visibility-impeding image effect is set so that the specific subject image effect and the first visibility-impeding image effect are displayed at different timings without overlapping, The second visibility-impeding image effect is displayed when a second predetermined condition different from the determination result of the determination means for the special game is established during execution of the special game, In a predetermined special game state, the second visibility-impeding image effect is set so that the specific subject image effect and the second visibility-impeding image effect are displayed at different timings without overlapping, The specific subject image effect that can be executed includes a first subject image effect that is displayed using a first subject, and a second subject image effect that is displayed using a second subject, In one of the predetermined special game states, when the first subject image effect is executed as the specific subject image effect, the second subject image effect is not executed as the specific subject image effect, and can be executed at a timing different from the display timing of the specific subject image effect, A gaming machine characterized in that, in one of the specified special game states, when the second subject image effect is executed as the specific subject image effect, the first subject image effect is not executed as the specific subject image effect, but can be executed at a timing different from the display timing of the specific subject image effect.
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